If multiple assets are open (blueprints, materials, particle system, etc.), deleting one of the assets from the content browser causes all other open asset windows to close. ...
User is able to merge a single actor using the Merge Actor tool. This is a regression as you could not merge a single actor in 4.12. Not sure if this was an intended change or not. Occurring in 4. ...
I noticed this while executing this in [Link Removed]. ...
Set Master Pose Component does not handle Slave Meshes with extra bones. ...
Procedural Meshes copying static meshes do not support UV hit results. Proc meshes generated from Create Mesh Section do generate UVs (if UV array is filled). ...
Damping is handled differently at lower frame rates. Slight changes in damping at lower FPS (25) drastically effects objects and isn't applied in the same way as at higher FPS (60) User Description ...
When using the HTC Vive with any levels that are streamed in that take a moment to load in will show the waiting room for the Vive while loading. This does not happen on the Oculus that I can see. I ...
Decal Fade Out does not cause decal to fade as expected. Instead, after the delay and fade time, the actor is destroyed with no noticeable fade during this time period. ...
Sliced procedural meshes do not trigger component hit events if they don't simulate physics. This seems to only occur with non-physics based hits (such a movement). When Simulation Generates Hit E ...
Get percentage for the progress bar in UMG does not reflect changes from a binding ...