When using static or dynamic modifiers only navmesh, there are times that the navmesh will build and display correctly in editor, but it does not get properly loaded at runtime (PIE/SIE). The Recast ...
UReplicationGraph::ProcessRemoteFunction does not check if the client has the same loaded world as the server when sending a multicast RPCs. For actors that are persisted partway through a seamless ...
Workaround:Open M_TableRound, move a node. Save the MaterialReopening the project seems to fix the issue Replacing the reference of the deleted table texture is rendering default material. Note T ...
Shadows appear offset when using Omni-directional Stereo capture (see attached gifs) ...
We're aiming to set up LT - action 1, RT - action 2, LT + RT - action 3 here. I don't think this is supported via chording at present. You'd need to handle it manually (probably via adding/removing ...
In FReplayHelper::ReplicateActor, we check Connection->ClientHasInitializedLevel(Actor->GetLevel()) to see if the actor should create a channel or not. However, the DemoNetConnection does not have a ...
The Blueprint Profiler's "Filter to Graph" option does not filter the nodes for additional graphs or function/macro graphs. The only time the option appears to filter properly is when looking at the ...
In the rich tooltip for Center of Mass Offset, it reads "Currently there is no way to view where the Center of Mass is actually located..." In 4.15, there's a new feature that does allow you to see ...