When using State Trees, the AI Debugger can be accessed during play to show information about their current execution state. If a behavior tree is currently in a state that references a linked tree, ...
When using the Subobject Data Subsystem in C++, method FSubobjectData::SetupAttachment() can be used to help attaching a component to a parent at a given socket. This function receives SocketName as ...
The PlayerCameraManager->OnBlendComplete() delegate is not getting called when running a game in a standalone network mode without any networking. ...
Context World Partition has a distance-based level streaming system that provides a complete solution for large world management. Problem The problem is that when the player and large static mesh a ...
With a Bokeh DOF setup that essentially places the Near Transition Region into a Negative Space (or non-existence) the FPS drops dramatically from out of focus region to in focus region. In Focal R ...
When you have a multi-material mesh assigned to a blueprint in which one of the material elements is set to a Dynamic Material via the Construction Script, you lose the ability to set teh other elem ...
When building the Promoted 4.12 Solution from Github as of the 4AM commit, the Unreal Lightmass project does not build by default. This results in the inability to build lighting until Unreal Light ...
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] ...
Adjusting the X Size of a Decal is causing the normals to distort [Image Removed] Reproduced in 4.11-Releases-CL-2804793 Reproduced in DevRendering-CL-2806984 ...
The Resolution Scale Slider in the Engine Scalability Settings does not adjust any settings unless your first adjust the r.ScreenPercentage.Editor variable. Also reproduced in Main - Promotable - C ...