When using modulated shadows turned on for the directional stationary light in your mobile project, the movable objects shadows will not be blended. Image attached to illustrate the inconsistency. ...
When a template project's default folders are renamed (such as Geometry in the First Person Template), the original folder name is still shown in the content browser. Relaunching the project will s ...
From UDN. This is a hotreload bug - even though it uses FBlueprintCompileReinstancer. ...
When a Landscape is edited with the Retopologize tool, Dynamic Navmesh is no longer generated. This was also tested with Static Navmesh and yielded the same results. ...
Changing a variable of a component with an instance of BP derived from StaticMeshActor or SkeletalMeshActor attached to another actor will cause that variable to be read-only. It did not reproduce w ...
UPlayMontageCallbackProxy::CreateProxyObjectForPlayMontage creates a proxy object and immediately calls PlayMontage. If the montage fails to play (no mesh component, no animinstance, Montage_Play it ...
Two Sided materials are lit incorrectly on Niagara ribbons. The sides will be flipped of how they should be. ...
A UDistributionFloat property is reset to NULL when compiling a Blueprint sub-class of a C++ class that has a UDistributionFloat property. ...
Skeletal mesh's physics collision lag behind the actual mesh. It didn't matter if there was just a root bone or multiple bones/constraints. This doesn't happen when using static meshes. The effect ...
When a keyframe is added to a track in the Sequencer, undoing the operation correctly removes the keyframe, but it also unselects the actor. This becomes especially inconvenient when multiple actors ...