Use Deferred Shading (r.Mobile.ShadingPath=1) Enable DBuffer Decal All Lights’s mobility is Static Decal Material settings : Material Domain - Deferred DecalBlend Mode - TranslucentDecal Blend Mo ...
While working with DirectX 12 in the project settings, the editor crashes by check() code when attempting to create a static texture from a non-HDR Cube Render Target asset. This crash doesn't occur ...
Using incorrect formatting in FText does not cause compilation errors in EnsureMsgf as it does in other functions such as UE_LOG. This causes crashes to sneak through such as a crash on ensure when ...
The collision channel specified in LineTraceSingleByChannel does not appear to be taken into account when the trace is performed. Instead of ignoring any objects that are not set to that channel, an ...
When using the pilot function a character actor with a camera actor cannot move around properly. This issue may be due to something with the LevelEditorViewport.cpp UpdateViewForLockedActor function ...
Execution reroute nodes become wildcard reroute nodes when creating a second reroute node off the same execution pin. Note: this does not appear to affect their functionality as execution reroute no ...
When a variable is set to Skip Owner replication, it is still being replicated to the owner in a packaged game. This is inconsistent with the behavior in the editor, as testing this using Play in Ne ...
While TMaps are not supported for replication, previously one workaround for this was to wrap the TMap property in a container struct. Users could then implement a custom NetSerialize function for t ...
For a child instance inside of the level, the value of a parent int variable will reset if you add a new variable in the child and if there is a function in the parent that has the child as an outpu ...
From licensee: Hello! Our level streaming setup enables the bUseActorFolders on our levels. When moving the Actor into another folder via the Outline, the editor will crash on the next load Assert ...