When adding a sub-level that contains a Landscape and Landscape Splines to an existing Level, it will cause a crash when building the lighting. This issue was reported in 4.18.3 (CL 3832480) and t ...
Landscape will only return "DefaultPhysicalMaterial" when run in editor world. In game time it will return the proper physical material. Found in 4.19 CL# 4033788, 4.20 Preview 3 CL# 4135216 , 4.21 ...
Changing LODBias on landscape sections causes a grass type placement issues. The grass will be floating and rotated incorrectly. Found in 4.18 CL# 3832480, 4.19 CL# 4033788, 4.20 Preview 1 CL# 4 ...
Expose ULandscapeLayerInfoObject to blueprint as EditorApplySpline() blueprint function as an argument for this type. Some testing might be required to be sure it's not assumed somewhere in the code ...
Add an option to the Change Component Size tool to distribute the newly created components into separate streaming levels based on a user-specified components-per-level value. It should create the s ...
when applying a scale to either painted instance or spawned from a procedural volume the LOD do not take it into consideration resulting in LOD transition that is not equivalent to the one from a st ...
Disabling collision on a Landscape doesn't work when using the Collision Preset 'NoCollision'. The Landscape still generates collision on Static and Skeletal meshes. ...
UDN: https://udn.unrealengine.com/questions/431532/landscape%E5%9C%A8%E6%89%8B%E6%9C%BA%E5%B9%B3%E5%8F%B0%E6%98%BE%E7%A4%BA%E9%94%99%E8%AF%AF.html ...
Using the Landscape LOD system with World Origin Rebasing causes the LODs on the landscape to mess up. This only appears with imported tiled landscape where the main actor is in the persistent level ...