Either the tooltip for Stationary actors or the actors movement option is incorrect. The tooltip reads: "A stationary object can be changed in game, but enables cached lighting methods when not m ...
From UDN: [Link Removed] Proposed fix: int32 FHLSLMaterialTranslator::TextureParameter(FName ParameterName, UTexture* InDefaultValue, int32& TextureReferenceIndex, EMaterialSamplerType SamplerType ...
This may just need to be closed, we may not be able to control this at such a level. This really comes up more than you would guess. I think almost everyone has made a widget, wanted to call Edito ...
A minor graphical glitch can be seen between the Event Begin Play and the Print string function when undoing and redoing the creation of a Set String Note This also occurs when doing an undo and r ...
Using the transform gizmo to scale a blueprint component will break the functionality if scaled to 0.0 and released. Workaround: If the scale value is directly set to non-zero value, gizmo can be u ...
User reports on the forums of being stuck in an infinite loop and noticed a dead branch in the titled function:The body of if (SubLODActor) doesn't actually do anything, guaranteeing an infinite loo ...
There are some dialog windows that will render on top of other external applications when the editor is minimized and does not have focus.....i.e. 'Building Lighting' and 'Auto-Save' dialog windows. ...
After deleting a format text node, if a text variable was plugged into it the variable's pin will stay highlighted as though it were still connected. If this is then hooked up to the return pin of a ...
Both the material and the Niagara compute shader use the same function to interpret the YCoCg color data, but the Niagara compute shader returns an incorrect color. Also found on CL: 32347737 in Re ...
The Function FPaths::CollapseRelativeDirectories assumes that any instance of the characters "/.." are a relative path to the parent directory, and removes them along with the preceding directory. H ...