UInstancedStaticMeshComponent::CreateSceneProxy() is missing a LLM_SCOPE(ELLMTag::InstancedMesh); and during level loading allocations for it appear in LoadMapMisc instead of InstancedMesh. Addi ...
(Enduring Games) I investigated it and found that the following primitive data flag test in BasePassPixelShader.usf fails: (GetPrimitiveData(MaterialParameters).Flags & PRIMITIVE_SCENE_DATA_FLAG_DE ...
Spawnable Actor Component parameters are not saved without being keyed ...
When building the Promoted 4.12 Solution from Github as of the 4AM commit, the Unreal Lightmass project does not build by default. This results in the inability to build lighting until Unreal Light ...
After enabling Light Propagation Volumes with the console variable r.LightPropogationVolume=1, opening or creating a material with the subsurface profile model will crash the editor. Broken in 4.6. ...
It should probably mark it as dirty but not recreate until end of frame (or expose it as a param to the method) since procedural generation would be too slow otherwise. We should also offer a funct ...
If two strings or names are compared in blueprint using the Equals (==) node, it is not case sensitive in English. It is case sensitive in Cyrillic however, even though it should be the same functio ...
It appears that "Convert Transform to Relative" can be confusing. Users are saying that they expect the nodes to be swapped in what they think their function would be. One person as suggested that a ...
-This functions in 4.16 -Physics will only simulate if the Third Person Character bone name variable is set to root -Physics does not affect any other bone -Make sure to plug in set in collision f ...
Per Licensee: We would like to change some of their parameter names, however when renaming a parameter, its value in all of the corresponding material instances resets to the base material default ...