a fix was proposed in the UDN but it needs to be tested and revised ...
The message can be resolved by resaving the actor desc. ...
UDN users have reported that expensive scene captures stall the render thread due to RDG flushing the RHI thread for resource deletion. This only needs to happen once per frame. ...
The issue appears to that CheckLedgeDirection almost always returns true, which returns the leftward side step. This is correct for the leftward direction, but is not valid for the rightward directi ...
When running Movie Render Queue job for a sequence which uses FKControlRig and a sequencer window is opened, Track->ReplaceControlRig() is called every single frame, not only an initial frame. This ...
When using the Panoramic Capture Plugin to render 360-degree images, it is possible to specify the output directory of the generated files. This can be any absolute path, or any relative path starti ...
SplineMeshActors all share the first spline placed rather than their own spline when using the mobile renderer. This was first reported in this UDN: https://udn.unrealengine.com/s/question/0D54z0000 ...
Commenting out the branch in FTriangleMeshSweepVisitor::VisitSweep is a work-around.if (CullsBackFaceSweepsCode != 0) { if (VectorMaskBits(IsBackFace)) { // Don't cull the back face ...
This seems to be related to the fix for [Link Removed]. Part of that fix made sure that the child actor component recreates the child actor when GIsReconstructingBlueprintInstances is true, as previ ...
When editing a level with many actors (1000+), deleting an actor results in a noticeable hitch: the editor becomes unresponsive for seconds. This hitch becomes longer the more actors are loaded and ...