**UPDATE** When the actor is pulled from content browser to scene, a "ghost" object is created even if the actor is still being "held". Dragging the actor back and forth into the editor viewport wi ...
When replacing a static mesh with a skeletal mesh for bone animations, it falls to the ground. Even though gravity is disabled on the skeletal mesh. Changing the gravity scale to 0 is a work aroun ...
USER DESCRIPTION: Every time I check "Enable Drawing" in project settings, save all, close the editor then open it again -> Enable Drawing is unchecked. Why? Is there some other place when this opti ...
When packaging your project for shipping, the windows 64 bit option will be grayed out. I also tested this issue out in main (2455917) and the option is able to be selected but with the 4.7.2 (246 ...
If the user creates a widget and adds an animation for this widget and then deletes the widget the key frames will not be removed from the animation timeline. ...
In ParticleComponents.cpp the function UParticleSystemComponent::TickComponent don't not make any call to Super::TickComponent. This causes issues when using it in blueprints, such as not being abl ...
If any tabs are undocked from the main viewport and another tab is then docked to the main viewport it will hide any undocked tabs. This only appears to affect tabs that in the Menu > Window with ex ...
Importing a .csv file that contains references to assets in the project requires the user to copy the references for each asset again before they will work correctly. The references do not need to b ...
When a delay node is placed after a Destroy node in a blueprint string, nothing after the delay node will trigger. Removing the delay will trigger following nodes. ...
If an actor's Simulate Physics and ActorLocation/Rotation properties are set in code the editor will crash immediately upon launch / debug in VS. ...