Have you found a solution? have you posted in the UE4 forums? I've had a similar issue (different but I believe related) when making the lighting more dynamic in a default blueprint level.
Looks like Motion Blur. You can create a post-process volume or a custom post-process chain and disable the motion-blur. The default post-process chain has Motion Blur enabled.
Definitely looks like a case of fighting the topo. You're using slash 3 presumably at default so it's not a stroke issue, plus the surrounding carves are smooth leaving the topo the likely culprit. Is the model dynameshed?
is that new DOF system actually usable for anything besides the film-making? alot of games in UDK could really stand to get rid of the awful default gaussian blur setup in favor of real DOF.
Oh, it looks cute, but it's already not Ike's concept. Thanks anyway, we will try to change color a bit Yeah, i like Ike's concepts cuz his items pretty different from default =)
The Edit UVW window has a drop down near the bottom that lets you pick what ID you want to work on, by default it's on All IDs, just click it and select the ID you want.
Another workaround is just getting all actors of class "Default Pawn" on begin play and deleting them. That's just a workaround though. Having your gamemode and player set up correctly is the proper fix.
Why not just use Unreal Engine? There's a default advanced lighting map that uses an HDRI image, pretty much what you'd get with Marmoset. https://docs.unrealengine.com/latest/INT/Engine/Content/Packs/
No, i mean there is a bug that sometimes when you watch the exact same post, the spacing is missing and sometimes it is correct and there is a default space between the image and the text, it seems to change depending on the page refresh or so.
Stick controls mean the developers were to scared to try something new, different or innovative. My goal for our ( future) products is to have stick controls as an option incase players want it, not the default input.