In the SkeletalMeshBuilder, Nanite is generated when enabled regardless of the LOD being requested. Since the Nanite enablement parameter is set on all LODs in USkeletalMesh::BuildLODModel and LODs ...
Users on the forums are hitting a crash on their initial launch of the engine into dx12. There is currently a workaround to load into the project with dx11 first, compile shaders, then youre fine to ...
If a user launches a project in Standalone mode and has a Startup movie while the audio devices on the computer are disabled, the movie will fail to play. As soon as you re-enable an audio device, ...
Deleting elements from TMap Struct in the Actor Blueprint Editor (specifically, deleting elements from them) causes Unreal to crash ...
User report: HISMCs are currently broken in master. They always show the lowest LOD available for a mesh, so if you have a HISMC with a tree mesh set, you would always see the billboard of the tree ...
After holding any mouse button down and pressing escape to quit the game, using the right mouse button to move in the viewport locks it to the left and right bounds of the viewport. Sometimes moving ...
Increment and decrement nodes return the incorrect value User Description: Getting the result of the Increment Macro seems to be incrementing the variable twice. Very confusing. Is this normal? ...
For actions that are triggered on the Input mapping context, simply adding or removing an InputMappingContext with no related key override with the bIgnoreAllPressedKeysUntilRelease option will caus ...
FKConvexElem::CalcAABB was ignoring the elements currently defined transform, and only scaling. This means that any actor that has a transform (not just Merge Actors) could potentially have very dis ...