The "CastShadow" option on primitive component has a tooltip that says "This flag is ignored (no shadows will be generated) if all materials on this component have an Unlit shading model." This isn ...
The Difference node no longer updates after the first call. It appears to save the values passed into it on it's first call Note Possible workaround: If a clear node is used on the difference node ...
ClampedPow seems to have been added as a way to tackle common compile warnings and edge cases (particularly NaNs), but the code shouldn't be calling both an abs() then a max(). This causes negative ...
When a function takes an interface as a parameter, calling that function from a blueprint implementing the interface does not recognize the parameter unless the blueprint's parent class directly inh ...
Packaging fails in a C++ project when the Project Name field (Project Settings->Description->Project Name) contains an apostrophe. I've attached the logs from the 4.15 version of the project. Thi ...
Workaround: Navigate to and open the newly-created level in the Content Browser prior to LaunchOn. After using the Save Current As tool, Game runs into error when trying to LaunchOn. Editor display ...
By default in a new project, Launch On creates a WindowsNoEditor build, but the WindowsNoEditor*.ini settings don't seem to override the Default*.ini settings. ...
Major performance drop with instanced meshes since PhysX 3.4 upgrade Regression: YES Worked: 3172292 (4.13.2) Broken: 3249277 (4.14.3) For me, my results were: 4.8 through 4.13 No Collision - ...
Foliage instances are behaving strangely when playing splitscreen multiplayer in a single instance window. The instances will cull in and out of visibility depending on the size of the current playa ...