When a widget component is using it's own bounds scale the value doesn't appear to have an effect in the editor. To verify this I added a parent component and used it's bounds scale with the same va ...
Atmospheric Fog is still being rendered within Render Targets using the 'Hidden Actors' option within a SceneCapture2D actor/component. The show flags for the actor work for Atmospheric fog and oth ...
Most recent user affected CL: 3106830 (4.13.0) Error message: Access violation - code c0000005 (first/second chance not available) Source Context: SelectedKeys = SplineVisualizer->GetSelectedKey ...
Crouching/Uncrouching while standing on a physics object will cause the object to behave erratically. Even if the CharacterMovement component has Physics Interaction disabled, it will still effect t ...
There are instances where HLODs will either generate a lightmap but not assign it to the correct Lightmap Coordinate index from the target lightmap setting in the HLOD outliner or the Lightmap will ...
See also https://forums.unrealengine.com/showthread.php?64082-Media-Framework-Roadmap&p=590662&viewfull=1#post590662 ...
In ConstraintDrives.cpp, SetAngularPositionDrive and SetAngularVelocityDrive do not use "InEnableTwistDrive" and instead assign "TwistDrive" to "InEnableSwingDrive". void FAngularDriveConstraint::S ...
User confusion over Visibility/Hidden in Game track. We're running into some issues where it's only switching Hidden in Game when you Play, which essentially does nothing with lights, among other p ...
Defining a FRuntimeFloatCurve inside a code based struct causes the editor to crash if the struct is added as a local variable to a blueprint function and the "Create External Curve" button is press ...
When importing a static mesh with a second UV channel setup for the lightmap the second UV is no longer being automatically assigned as the lightmap coordinate index. In 4.12 the second UV detected ...