When a mesh has its collision updated during runtime the navigation around the mesh does not update. Workaround: If the mesh is set to simulate physics then updates to its collision will update nav ...
When upgrading a project that was prior to the material slot implementation to a newer engine version will cause redundant material slots to be created. This requires the mesh to have LODs and multi ...
Launcher build ships with VulkanRHI Android binaries but do not seem to support Vulkan on Android from the launcher build without source. ...
Speedtrees are just normal static meshes once they are in the engine, so if we are corrupting them across an engine upgrade that is really bad. ...
Setting the SetActorEnableCollision blueprint node to false does not disable collision for a destructible mesh. Workaround: Adding a static Mesh component and setting any mesh will cause the collis ...
Looks like this behavior was working as expected until 5.1 Preview 2 ...
When upgrading a project to 4.15 (in my case from 4.14.3), the colors seem to have shifted in contrast/saturation. It is not a huge difference, but noticeable enough to affect the overall result of ...
Users on the AnswerHub are reporting that Skylights have too much effect on Subsurface Scattering. The argument here seems to be Movable Skylights versus Static/Stationary and their results regardi ...
When forward rendering is enabled along with Mesh Distance Fields if you go to visualize Distance Field AO in the main viewport the editor will crash. This only affects the Forward Render and works ...
Changing the quality settings (or having them change on you automatically in the editor) drops mips on landscape heightmap textures, which isn't desirable as it makes it look like there are collisio ...