While using the commandlet for RebuildPackages with -BuildLighting and having any sub-levels with level transforms will be added to the current position each time this commandlet is run. As an exa ...
The Socket Snapping level editor action no longer works in 4.19/4.20, it worked in 4.18 but regressed. It still attaches but it's set to maintain it's world position, so it doesn't actually snap. T ...
In packaged projects will crash when an animation blueprint that is nativized loads into a new level. The anim blueprint needs to use the PoseSnapshot node with a FName variable passed before loadin ...
Summary: Cached 3DGas Niagara system appears blocky in packaged game. Brought up by a licensee via UDN: https://udn.unrealengine.com/s/question/0D5QP00000a17A40AI/niagara-fluids-simcache-artefacts- ...
A crash occurs on iOS when deploying the licensee's project using iOS 9 version. The crash does not occur when deployed to a device using iOS 10 version. They believe the crash to be related to Pl ...
View Frustum and Occlusion culling do not appear to work for Planar Reflections though the stats in PIE seems to indicate otherwise. I've attached two gifs showing View Frustum and Occlusion chec ...
When an actor spawns another actor using AddChildActorComponent that comes alphabetically before it based on blueprint name it will spawn an extra actor that will persist when the scene is stopped d ...
When multiplying vector 3 (R,G,B) values by a scalar value of increasing quantity the emissive output will begin to change colors. The most unexpected is the blue color that will turn purple while t ...
Collision shapes for merged actors using the Merge Actor tool do not account for the rotation of the actor when combining the data. It looks like the X and Y collision shape rotation in the world ...
Projects crash when the following Project Settings are set: • Vulkan is enabled • Vulkan is the Default RHI • Forward Shading is enabled • AntiAliasing Method is set to MSAA The different engine ve ...