If a controller is plugged in before the editor is opened the viewport camera will start moving forward. If the controller is unplugged the camera will continue the controller input. Additionally, i ...
If the directional light is switched from stationary to static, the Light Source Angle Input option is disabled in the details pane. ...
Some nodes have target pins that auto-fill to target: self. However, unless a value is passed into this node from a get or other means, the blueprint will not compile. ...
When firing a projectile that has CCD activated, the first hit on an object that is either a bsp or very thin wilil draw a debug line through the object instead of drawing away from the impact point ...
Character::OnJumped_Implementation() should be virtual or users' custom implementations will not be called. If they declare it with "override" their code will fail to compile. Already fixed in Main ...
Possibly some sort of issue related to SetDefaultSubobjectClass() rather than UMovementComponent specifically. I was able to reproduce in 4.10 release branch and in //UE4/Main with the test project ...
While working on an issue for a user using MacroUVs, I noticed that entering any value into the Required Module with Override Default Macro UV toggled true will cause the Material to stretch and dis ...
T_Cobblestone_Rough_N is incorrectly set to TC_Default not TC_NormalMap ...
A licensee has complained that if you assign a preview mesh to a Material Instance, it becomes a referenced asset, so migrating that MatInst will also migrate that mesh and whatever material is assi ...
The backgrounds for the interactive buttons have seemingly scaled down in the 4.13 engine version. The button icon themselves seem to have been unaffected. Screenshot comparisons included ...