FCableSceneProxy::BuildCableMesh in CableComponent.cpp:233 showed up as a hot spot in profiling because the two TArray allocators in SetDynamicData_RenderThread used by BuildCableMesh are created an ...
When playing in editor, if you fire your weapon at a trigger volume, the projectiles will bounce off of the volume, regardless of the fact that the collision is set to Query Only. This collision als ...
UPDATE: 3/10/2015 User reported manually adding a separate boolean value causes that value to automatically switch to true upon reloading editor as well. No current workaround is available. ======= ...
Creating a blueprint class, and then creating a few children of that class ( in this case, 4) does not display them as available options when setting the default value of a variable of that blueprin ...
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 ...
If a struct has a variable set to a class type, then the object of that class type is moved to a new folder in the editor, the struct will replace the class type with "class", which causes the edito ...
Whenever you use the same login to connect to SVN source control in the editor, the editor's SVN plugin is unable to differentiate between two working copies of the same repo. Any checkouts made in ...
Hello, A licensee has reported us a crash in DebugCameraController / DebugCameraHUD. It is due to a missing check in ADebugCameraHUD::PostRender() of SelectedActor set in ADebugCameraController ...
Certain Map container calls (e.g. Find, Add) will fail to compile at packaging time if a Blueprint class containing a Map variable with a user-defined enumeration as the key type is nativized. This ...
"This ensure is intended to catch regressions where rendering programmers add a loose parameter to LocalVertexFactory, breaking dynamic instancing on regular static meshes. InstancedStaticMeshes c ...