Attempting to use the Rebuild option in Visual Studio will fail to build the project. It instead produces a message that "Epic was unexpected". ...
When adding a RuntimeVirtualTextureOutput node to a Virtual Texture domain material, the RVT Output node overwrites any data being sent to the normal material node's output, which interferes with th ...
The AND node always calculates all inputs, even if the first input fails as False. Probably related to [Link Removed] (currently unresolved, but a Select node-specific fix is mentioned in the comme ...
Blueprint's with an instanced static mesh that has instance components added via construction script will fail to build lighting correctly when the pivot is placed outside the lights radius. This ...
After place a Nav Mesh Bounds Volume into a level, launching the game and pressing the [ ' ] key to show information about the Nav mesh the print string stops working. If the User closes the game w ...
A Pass-by-Reference function input cannot accept a reference to Self. Workaround: Cast from Self to the desired class and use that for the function's input. ...
Looking at several blueprints during play, that add multiple static meshes in their construction script, drastically drops the FPS. As a workaround, I suggested to the user that he should use Insta ...
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 ...
Using the shortcut "Ctrl + E" to open the static mesh editor in it's own floating window results in the camera locking in the upward position in the Main Viewport (*not* the viewport of the Static M ...
When loading a Sub Level from the Persistent Level of World Composition, the offset of WorldComposition is applied when loading the Sub Level by itself. The offset can be applied repeatedly when rel ...