Seems to be an issue with the indirect lighting cache where if you have interpenetrating static meshes (for example static mesh rocks that make up the ground), there are cases where the cache points ...
Developer struggling to make area lights Was trying to use an IES light profile and change source radius and length, but it didn't seem to scale in a way that made sense[Image Removed] Not sure if t ...
If a blueprint has a breakpoint on a node and that node is utilized in PIE, the Event Trace in the Debug Log window will register each action taken by the blueprint multiple times. ...
When a user switches their main monitor to the right monitor this will not allow the user to navigate the menus in the editor using keyboard inputs. ...
If a breakpoint is placed on a node in blueprints and then PIE is started, if the breakpoint node is triggered and the user presses F10 (keyboard shortcut to skip to next node), the logic will not c ...
After creating a new level from the levels tab, the temp folder shows back up in the content browser, when it shouldn't. ...
JamesG: New callstack on UDN thread points to UNetDriver::TickFlush Editor crashes if a listen server attempts to use the console command ServerTravel while in Play in a New Editor Window. CrashR ...
If the user tries to use a font that is really tall the font may get the top portion of the text clipped off. ...
MaterialInterface which is a base class for other classes (such as UMaterialInstanceDynamic) is not being exported which causes compiler errors when a user attempts to access the functions of this c ...
If a blocking volume is created in the persistent level and then moved to a sublevel, it will no longer correctly block objects in standalone game. ...