When using Application Scale in the editor, using F11 to make the viewport fullscreen results in an either zoomed in or zoomed out fullscreen version. Note: This same issue occurs when using a comb ...
This is a regression from 4.14.3 at CL 3251583 ...
When building lighting now you can no longer have a hidden sub level and have it retain it's built light if it was previously built. For instance, if you have a persistent level and hide the sub-lev ...
Attempting to call a FRootMotionMovementParams function results in an unresolved externals error on compile because of the static FVector RootMotionScale variable. Workaround: In source, removing s ...
I was able to open the level once and after a few seconds of being opened the editor crashed while compiling shaders and generating mesh distance fields. Since then I have not been able to open th ...
Open QAGame and duplicate Player_RunBlend to Player_RunBlend2. Create an animation blueprint for M_Avg_Base_AnimSkeleton and set it up in the screen shot below. ( "New Var 0" and "New Var 1" contai ...
Using the Nativize Blueprint Assets option can cause the extents of a collision component defined in code and inherited by blueprints to use its default values in a packaged build instead of the ext ...
For 4.15, we should (ideally) support this, or only provide the array option in sturct (if the other path is too big a change for 4.15 post-branch). ...
Changing IsTickableInEditor to false does not prevent an object from ticking while in editor mode. ...
When a hot reload is preformed, the CDO is not properly cleared. This causes a copy of the class to be generated with both the original and copy triggering calls. Workaround: Preforming an additio ...