Increasing the intensity of a Normal Texture on a colliding surface will cause the collision of GPU particles to behave strangely, looks to be falling through floor, when you are using a Constant Ac ...
Parent blueprints do not recognize child class actors as the same type as the initial parent blueprint. This makes it difficult to create a master blueprint for spawning/ai control/etc. ...
When building very large textures (such as virtual textures) we allocate very large intermediate buffers for compression at full 4 channel float precision. For a 64K texture this can be 64GB in siz ...
When using a laptop with an added in graphics card that's Nvidia, the menus in the editor duplicate. However, if you force the editor to use the integrated graphics card, it does not occur. From th ...
The Top Down template TopDownController has Block Input enabled by default. This is potentially confusing for new users not aware of this difference. Note that due to [Link Removed], testing this r ...
Assertion failed: (Index >= 0) & (Index < ArrayNum) [Link Removed] [Line: 785] Array index out of bounds: 2 from an array of size 2 Source Context: 363 return OwnerController->GetPawn(); ...
Hovering over the absolute bottom of buttons in the toolbar, particularly in Blueprints, results in the button being highlighted, but not accessable. The area seems to be 1 or 2 pixels from the bot ...
Duplicating an actor that calls a custom event from another actor receives compile error until the node is removed and replaced. ...
If a user opens gameplay debugger ( ' pressed while in PIE), all print string outputs to screen disappear, and will no longer appear during any PIE session until editor is closed and re-opened. Wo ...