If the user has the oculus plugged in and turned on when they start up their project the "Is Head Mounted Display Enabled" node will always return true in PIE, even if the oculus is turned off. ...
Actors with Net Load On Client disabled still appear on Clients when Use Single Process is disabled. Does NOT occur in packaged projects. Test project included. Set Use Single Process to false in E ...
When using the Draw line node the line thickness will not change. The value appears to always be equal to 1. ...
If a skeletal mesh component is has SetTickableWhenPaused set to true then the editor will crash when the game is paused. This happens when set in blueprint or code. ...
Creating a landscape grass type and then pressing the + to add an element crashes the editor. Frequency: 2/2 Crashreporter: not currently available ...
If a collapsed or new function is opened and the mouse wheel scrolled to zoom the viewport camera in or out while setting in the new function, it will continuously jerk back to the original position ...
The Camera Shake Class no longer allows for indefinite shaking via setting a negative value in the Oscillation duration, per the tooltip instructions. This happens when using either the Play World ...
There's a small typo in the "skeleton" tooltip in the editor's fbx importer. It says "and animation" when it should say "an animation" (see attached screenshot). ...
When changing r.ScreenPercentage the final value used for buffer generation is clamped to the nearest 4 pixels to aid in post processing and other steps. During post processing the same calculation ...
When using the shortcut Ctrl+W to duplicate a static mesh within a blueprint. The static mesh that is made will not show the assigned static mesh and cannot be moved (even after compiling). May be ...