When changing the variable type or return type of a function in code and hot reload in the editor, blueprints that use the variable/function do not have their pins updated until the editor is closed ...
Spawn Actor from Class does not accept new values to exposed variables that are altered upon spawn. ...
Random Pitch Angle does not properly apply when called within a procedural foliage volume. ...
Lighting does not properly affect landscapes that are below another landscape, even after static lighting resolution is increased. This results in some areas that should be completely shadowed to ha ...
If a player on a dedicated server attempts to possess a feshly spawned pawn, the blueprint must have an unpossess node just before the possess node to be able to possess the pawn. This is not the ca ...
Basically, the problem is that the Main Thread is able to run AActor::Tick() (including Blueprint Tick Events) at the same time that the animation system is running functions such as UAnimInstance:: ...
Flickering occurs when using the Post Process Ambient Occlusion (Screen Space AO). This is more noticeable when using stronger values entered into the AO fields. I checked these settings in both 4 ...
Tessellation used on BSP causes severe graphical glitches on AMD Radeon 200 Series cards. The Licensee also mentioned it occurs on the Nvidea GTX 970 (not tested) ...
User reports Static + Dynamic CSM seems to cause horrible shadow acne on skeletal meshes. Believed to be the iOS depth bias issue. ...
Workaround: Got to camera component, and disable "Auto Activate" and go to Class defaults and set "eye height" to 0... works for the project attached (to compare lag vs no lag) but its not a workar ...