StaticMeshes Example 1.7 "StaticMeshEditor" is all one word The word Static Mesh Editor is 3 separate words in unreal documentation https://docs.unrealengine.com/latest/INT/Engine/Content/Types/Sta ...
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 ...
https://udn.unrealengine.com/questions/441682/volumetric-lightmap-grid-anomaly.html Certain maps have large gaps in Volumetric Lightmap cell density where even density is expected. A repro map ...
Some of the items has scaling issues and there are quite a few that have moved from their origin point as well, but the biggest problem is that the whole model is mirrored. even the text. This was ...
Lots more info in UDN ticket: [Link Removed] TLDR is that if a construction script moves a child component with an attachment point, it's attached actors don't follow. This causes editor tools to n ...
This is a licensee UDN: [Link Removed] I've reviewed the javascript/native bridge code and I don't see anything obvious. The fact that it can happen on both mobile platforms might point at some hi ...
ZoneGraph is failing to build automatically in the editor even when the flag for Build Zone Graph While Editing is enabled. Things tried that do not cause an automatic rebuild are:Moving, rotating, ...
This seems be solved if asset is modify and saved again (Show in the video resource below ) [Link Removed] UDN Thread: https://udn.unrealengine.com/s/case/5004z00001nzoC9AAI/soft-reference-to-r ...
https://udn.unrealengine.com/s/question/0D5QP000006g7Px0AI/auto-exposure-various Caused by inconsistent usage of ClampMin/ClampMax/UIMin/UIMax in Scene.h Ranges should also be modified based on ...
Classes that inherit from FTickableObjectBase are added to the tickable queue by the QueueTickableObjectForAdd function during their construction (see FTickableGameObject::FTickableGameObject). At t ...