Make sure all created and modified asset in a re-import are mark dirty. Creating a collision mesh was dirtying the asset, this is why the bug is only when we are not generating collision mesh. ...
If a user removes elements from an array in an instance of that blueprint in the level and then duplicates the actor (in the level ) containing the array, then the resulting actor will have the orig ...
Using Windows scaling above 100% now causes Screen Space 3D Widgets to be offset. (Pressing F11 for fullscreen or launching will cause widget to appear in correct location) ...
Users are not able to get the drop down menu to show up when the combo box is applied to a 3D Widget (World Space) ...
Reimporting an asset after making changes causes loss of saved LOD changes when editing a static mesh. Similar issue was logged and fixed for SkeletalMeshes but this issue is still occurring for ...
Anim Notify Blueprints are included in Packaged builds of the editor even if they are not referenced. This does not occur with other Blueprint classes, such as Actor, although it may with some other ...
Seems like we are probably just missing a metadata check when drawing the details of the actor instance, and it is only doing the check for drawing ActorComponent details. ...
Resaving the level using ResavePackagesCommandlet is a workaround. ...
Adjusting the X Size of a Decal is causing the normals to distort [Image Removed] Reproduced in 4.11-Releases-CL-2804793 Reproduced in DevRendering-CL-2806984 ...