There is an error that is occurring when using movable lighting with objects and actors that are also set to movable. This issue does not occur with objects or lights that are NOT set to movable. V ...
Actors with Net Load On Client disabled still appear on Clients when Use Single Process is disabled. Does NOT occur in packaged projects. Test project included. Set Use Single Process to false in E ...
Foliage spawned from Landscape Materials is rendering offset from the Landscape the material is applied to. I can reproduce this issue with or without Edit Layers enabled. I'm unable to reproduce ...
This issue is fallout from the changes in 33851494. Prior to that, we didn’t get the pop on beginning the sim. The problem appears to be that in USkeletalMeshComponent::PerformBlendPhysicsBones we ...
Indirect Lighting Cache is causing the Indirect Lighting for Skeletal Meshes to flicker. I have attempted both ILCQ Volume and Point cache qualities, and it seems Point produces the most exaggerate ...
The Material Function WorldCoordinate3Way seems to incorrectly perform the Lerps from the axis contributions of the normals. An example is show here, with the left objects using the version that com ...
Adding a variable of the type of a struct to a blueprint, deleting that struct, and then recompiling the blueprint fails. The variable is deleted, but the blueprint will continue to be unable to com ...
UEditorValidatorBase::ValidateLoadedAsset() is not using the K2_ValidateLoadedAsset() output, effectively ignoring the Blueprint validation. The K2Result is not used later in the function, and this ...
Moving the camera around with click-drag in this project during Standalone or in packaged games causes choppy camera movement. This does not occur in standard PIE. Test project attached. Notes from ...
Adding various collision types to a single mesh will cause it to hard crash the editor. No Crash Reporter window will open. Note that this happens with the user's mesh, but I was not able to repro ...