When using the middle mouse button for panning in a graph editor, the zoom/pan transition effect will not cancel before completion due to manual input, leading to UI/User competition in an undesirab ...
Rebinding an action mapping doesn't seem to take effect immediately if the Pawn class used has Pawn.h as its parent class. However this'll take effect immediately with DefaultPawn.h. In addition, th ...
Unexpected behaviour when painting skeletal meshes with small radius brush. This does not occur with static meshes. Confirmed in 4.25 MAIN @ CL 9730599 ...
If you make a Blueprint child of StaticMeshActor, and set the default scale of the Root Component (Static Mesh Component) to something other than 1,1,1, the scale will not be applied when the actor ...
When a landscape uses simple collision, the returned physical material can be mismatched. This seems to be a result of ConvertHeightfieldDataForPhysx within ULandscapeHeightfieldCollisionComponent: ...
Instance Materials are not Created When Importing an FBX. Found in 4.22 CL# 7053642, 4.23 CL# 8386587, 4.24 CL# 9551884, 4.25 CL# 9615021 ...
This issue occurs when the section and material slot order do not match In this sample project:[Link Removed] According to a report from the licensee, the order of Sections seems incorrect.[Link R ...
Within the Blueprint Editor, it is possible to create subcategories for variables to be sorted into. Doing so separates variables not nested into subcategories out into standalone, top-level structu ...
When editing the default values of a BP using an ABP, the ABP's initialize event will be triggered multiple times in a single frame. ...
In UCharacterMovementComponent code such as PhysFalling, RestorePreAdditiveRootMotionVelocity is called before FVector OldVelocity = Velocity; leaving OldVelocity in a pre-additive state making furt ...