For devices without framebuffer fetch we are relying on undefined behaviour for depth reading with decals, mod shadows and depth reading materials. (ES2 spec: 3.8.6 Texture Framebuffer Attachment). ...
The BlueprintFileUtilsBPLibrary API is not accessible through python scripts run in the editor. Attempting to run a script utilizing BplueprintFileUtilsBPLibrary results in:LogPython: Error: Traceb ...
When references to Gameplay Tags are loaded, it checks to see if they are already registered. If they are not already registered, it will notice it is invalid and may print a warning depending on th ...
This was reported from https://udn.unrealengine.com/questions/323255/bugfix-onactive-not-triggering-for-gameplaycues-on.html In some case it looks like OnActive gameplay cues are not working proper ...
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 ...
GLSL_430 shaders are not cooked when deploying a project from Windows to Linux using Launch On. LogPlayLevel: PLINK: [31m[2016.11.16-18.36.22:414][ 0]LogMaterial:Error: The global shader cache fi ...
Physics Constraints have unexpected behavior when used on nested static mesh components. Simulating inside of the blueprint has a similar effect to what is expected but when the BP is added to the l ...
Regardless Niagara or Cascade, dynamic parameters for particles are passed to pixel shaders from vertex shaders via InterpolantsVSToPS. It can cause a precision error on some materials, for example ...
I test it for more information for your reference:It happens only when a Landscape *Height *was output to the RVT, other Landscape's maps like BaseColor are all fine, as well as Height output from o ...
This bug was originally entered back in 4.8 as [Link Removed], but was closed as by design. The reason was, the mesh did not have Lightmap UVs, so using the 'Light as If Static' option would not wor ...