This may be a limitation at the moment, but landscapes will block any AO generated from Distance Fields for anything that is below the landscapes surface. This can cause issues for anyone using a ca ...
Several users have reported crashes where the Heightfeild loaded from the DDC and physical material list do not match. Suggest adding the number of physical materials to part of the cooked heightma ...
When using a DM and applying force via blueprints with event tick will cause a crash. Workaround: Using a timer instead will not cause any crash even with very low values. Crashreporter: [Link Re ...
When using a line trace in the construction script so that objects can return a value destructible meshes will not return a hit. This does not affect use in game with PIE or Standalone game, but if ...
Collision boxes become sluggish to move when using higher poly meshes. High poly boxes attached (60 K and 120K tris) Users Video for reference: [Link Removed] ...
JamesG: New callstack on UDN thread points to UNetDriver::TickFlush Editor crashes if a listen server attempts to use the console command ServerTravel while in Play in a New Editor Window. CrashR ...
In most places in PathFollowingComponent calls to GetActorFeetLocation should be turned into GetActorNavLocation for flexibility's sake. However, it's not trivial and will require some thought. ...
Cannot choose attachment bone for child components in C++ We have a user attempting to parent a mesh to a skeletal mesh, but he cannot attach to a specific bone on the parent causing everything tha ...
Setting a material in a BP construction script after setting a DM will result in a crash. This will render the BP inaccessible once the project reloads. Opening the BP will result in an instant cras ...
NavLinks are failing to work due to UNavLinkCustomComponent::OnRegister being called before the creation of the UNavigationSystem. This results in the NavLinkUserID remaining 0 and the link never tr ...