Timespan properties created in C++ but set in blueprints are not returning the correct values. ...
When the resolution is set to a height that is higher than the monitor's current resolution in Windowed mode without Constrain to Aspect Ratio enabled in the Camera, the aspect ratio becomes squishe ...
An InstancedStaticMesh component set to Stationary doesn't register overlaps. However, overlaps are registered on Static and Movable. There is also an issue where actors that start overlapped with ...
When you move an asset that has been freshly created and not yet saved, it will leave behind information that will get saved by Save All. This saved data isn't visible in the editor but is present i ...
Specular seems to be much brighter in ES2 to the point to where a bright specular highlight will appear even with a value of 0. ...
FindCollisionUV always returns False on Skeletal Meshes User Description: In UE 4.14.0, the blueprint "Find Collision UV" functions doesn't work properly with Skeletal Meshes. While it works fine ...
When using local in an emitter GPU sprites won't honor this setting with the lock axis module. ...
The auto generate mips feature for render targets doesn't seem to work. The generated mips render black. ...
When actor billboards are very far from the camera they will begin to flicker. They flicker in our shooter game project as well so the distances aren't so extreme that they are unreasonable. ...
Opening the WeapGun or WeapLauncher blueprints will show that Mesh3P has a relative rotation of -90, however both meshes are shown overlapping each other. When an instance of the blueprint is added ...