NAND is not an associative operation, so it should not use the markup that makes N+1 input nodes work by calling the underlying function N times. This was brought to light here: https://udn.unreale ...
I have copied a project from Windows to my Macbook Pro. It's the first time I try Unreal for OSX. In Windows everything worked perfectly, but in Mac shadows are showing like this: alt text Buildin ...
When attaching a Blueprint CameraActor; who has a child Blueprint component(point light component) to another object in the scene. The Blueprint Actor's Components will reset to default class values ...
The following warnings appear in the output log for ShooterGame clients when switching weapons. [2015.11.05-19.41.11:550][253]LogNet:Warning: UIpNetDriver::ProcesRemoteFunction: No owning connectio ...
Plugins that provide blueprint-accessible libraries generally need to be set the PreDefault LoadingPhase so they can be properly loaded before game-specific data that loads early in the Default load ...
This is an issue related to the behavior of the FlushPressedKeys function when called manually while a button is held. Once the function is called in C++, a Pressed event gets triggered even though ...
A Computer which is hosting the Swarm Coordinator no longer shows up as a viable Swarm Agent Computer and if that computer builds lighting will only use itself and not any available agents. Also re ...
It appears that the Lightmass Volumetric Lightmap does not work with Landscape textures. When it samples the Landscape with some textured material, the resulting lighting build data does not match t ...
In sequencer, an "event track" can be added to call functions/events defined in the Sequence Director Blueprint. The parameters for those endpoint functions/events can be sent as a Payload associate ...
Reported in SF [Link Removed] and on the forums at https://forums.unrealengine.com/t/substance-3d-materials-not-reflecting-light-properly/2718611 UV rotation behavior is incorrect for Substance mat ...