In a project where WITH_RUNTIME_PHYSICS_COOKING is used and creates a procedural collision component, the logs are spammed with messages about the spawned components requiring runtime physics cookin ...
When setting up Skeletal Mesh LODs, groups within an LOD Group in Maya are now accepted on import as of 4.12. However, it only brings in one mesh from the group. See attached image and fbx ...
UBehaviorTreeComponent::IsExecutingBranch needs to include task state ...
There is code in the FIntVector class (IntVector.h) that seems to be copied from the FIntRect class which is a problem since FIntRect is two dimensonal while FIntVector is three dimensional. The one ...
BP Static Mesh Components are not retaining the vertex color applied to them in a level when you play in Standalone or Package a Project. You will get the correct results however when you PIE. Thi ...
When duplicating an actor that has foliage placed on it (i.e. the table in the basic level with starter content), the editor will crash. Found in 4.11 Preview 7. Reproduced in Main CL 2894512 Thi ...
Using a custom #define as the coniditon for an #if / #endif that encapsulates a UFUNCTION that is marked as BlueprintCallable will prevent it from being visible in blueprints despite the #if resolvi ...
It appears that if a slate widget becomes disabled, the MouseUp events won't fire. As a side effect, a mouse capture will not be released if something causes the button to become disabled before the ...
Copying an asset into a new folder, placing an instance of the copy into the level, and then attempting to duplicate that copy by using CTRL+W in the viewport creates another instance of the origina ...
Blueprints containing child actor components that are overlapping in the blueprint's viewport cannot be used as the default pawn, as they are not spawned in. Using the Spawn Actor From Class node wo ...