Billboard components render translucent during play, but render opaque within the editor. Simply adding a billboard as a component to a new actor blueprint and placing it in the level will reproduce ...
This issue is related to [Link Removed] (which was fixed). However if the user creates a new actor and then adds a static mesh they can end up with permanent holes in their nav mesh. If the user tog ...
When converting a project to a different version of the engine, the GenerateProjectFiles.command process is not ran as it would be on Windows with GenerateProjectFiles.bat. This can cause issues, es ...
When you add or remove collision manually, the NavMesh will not update, even after rebuilding paths. The only way to get the NavMesh to update when collision is changed manually is to restart the ed ...
Event does not fire at end of playback range. This does work with Forced Fixed Frame Interval Playback so wonder if this is invalid? I have some test content set up in //UE4/Main QAGame QA-Promoti ...
When you create a blueprint setup with a For Each loop and attempt to use Collapse to Function, the return node is connected to the loop body as well as the completed pin. This causes an issue becau ...
Following launching a packaged Media Framework project, the application crashes. Different behavior is observed between iOS versions. When tested in 7.1.2, the video played in the scene for a few s ...
It appears two shadows are created when building static lighting for Landscapes. One seems to be offset while the other is accurate to the angle of the light source. I tested this in 4.9.2, 4.10.4, ...
Trying to access a Game Instance in a Blueprint's Construction Script results in a crash in 4.8 and 4.9. No crash occurred in 4.7.6 with the same Blueprint. This crash only seems to happen if the v ...
Widgets can no longer take focus after clicking somewhere other than the widget itself. The input mode appears to change, but does not change back when clicking widgets Notes: -This issue did not a ...