Exporting the UE4 Mannequin to Blender then re-importing to UE4 breaks the animations, causing them to reimport rotated 90 degrees ...
If a user derives a blueprint from an existing widget that derived blueprint will no longer have access to the designer tab. ...
If a user launches in standalone mode with the oculus plugged in and turned on and then proceeds to press Alt+Enter then the screen will just turn black. Must have multiple tabs in the editor open t ...
Video attached. If you make a 4 node blend material like so: [Image Removed] When you try to paint blend weights, the color you paint instantly jumps to the maximum value, and there's no way to p ...
When using a line trace in the construction script so that objects can return a value destructible meshes will not return a hit. This does not affect use in game with PIE or Standalone game, but if ...
When trying to set the image size for the image that is tiled in a progress bar, this does not appear to have any affect. The expected result would be for it to modify the size of the image so as to ...
Collision boxes become sluggish to move when using higher poly meshes. High poly boxes attached (60 K and 120K tris) Users Video for reference: [Link Removed] ...
The 3DWidget that is used to represent a vectors position in 3D space now scales when scaling the actor that it is attached to. This could lead to having a vector that is too small to see/ hard to f ...
When light shaft bloom is enabled the lights will create straight beams of light even when not blocked by anything when shown in VR for the oculus. ...
Viewport option: Show>Advanced>Vertex Colors doesn't display the vertex colors for a Skeletal Mesh. This viewmode works fine for Static Meshes. There is also no option to display the Vertex Colors ...