DESCRIPTION: Adjusting a DMs scale via blueprints will cause issues for the collision of the DM once it has been scaled up or down. Scaling down by half or up by a value of 2 or 3 is easier to see t ...
UBlueprint::IsDataValid() does not currently check component templates inherited from a parent Blueprint class asset's SimpleConstructionScript; only the current class hierarchy is considered. Given ...
When changing the camera FOV with r.Shadows.CSMCaching enabled, the cached shadows don't appear to be used and shadows are missing. This occurs because the r.Shadow.RadiusThreshold can be low enoug ...
DESCRIPTION: If you try to open the physics asset for the Advanced Vehicle template will throw a warning that the physics asset has no default skeleton and that it will be replaced with the default ...
This is a somewhat common crash affecting users in 4.17. They have not provided any descriptions of their actions when the crash occurred. Source Context 110 /** 111 * Walks up ...
User reports on the forums of being stuck in an infinite loop and noticed a dead branch in the titled function:The body of if (SubLODActor) doesn't actually do anything, guaranteeing an infinite loo ...
Material Parameter Collection parameters only return default values when drawn to a Render Target This does NOT happen when drawing a material using a non-MPC parameter. To test this:Open Actor_BP ...
Actor.h has a large comment that describes the entire lifecycle of Actors, which was written for the API website (https://docs.unrealengine.com/en-US/API/Runtime/Engine/GameFramework/AActor/index.ht ...
Hi, while trying to workaround this: https://udn.unrealengine.com/s/question/0D54z00008kTgHCCA0/variant-manager-crash-in-upropertyvaluehasvalidresolve I thought I would not create variant sets act ...
Version 4.21:The script result in popping the Alembic Import windows instead of a silent importThe provided options are ignored by the importer. Version 4.22: Results in the provided callstack wi ...