It appears two shadows are created when building static lighting for Landscapes. One seems to be offset while the other is accurate to the angle of the light source. I tested this in 4.9.2, 4.10.4, ...
When you add or remove collision manually, the NavMesh will not update, even after rebuilding paths. The only way to get the NavMesh to update when collision is changed manually is to restart the ed ...
With 4.15, I can move Foliage to "Sublevel B", but I can not move it with 4.16. It seems to be affected by the update in 4.16 (New: When moving a foliage asset to a new level, you will now be prompt ...
Going fullscreen/stereo on/enableHMD causes a play in standalone to go unresponsive and render as a black screen. Found on: Binary 4.9.2 release (from launcher/portal) UDN: https://udn.unrealengin ...
When attempting to select multiple actors in the level that contain Child Actor Components, if you right-click to edit the properties of the selected actors, it will deselect any others that you hav ...
The option to add a component to an Actor Blueprint from inside a child Actor Component BP isn't available. Using Get Owner inside the Actor Component's Event Graph and then casting to the owning Ac ...
One of the Child Blueprints in this user's project will not save its Replicates setting. The Blueprint (apa_room01) is a child of MasterRoom, which has Replicates enabled. When apa_room01 is first o ...
FNativeClassHeaderGenerator::ExportEnum produces this behavior. If an enum has “MAX” somewhere in the array, it removes last element. I tested my code to fix the issue.// code placeholder bool UE ...
In the content browser, expanding a parent folder, selecting one of its child folders, and then collapsing the parent folder will cause all of the assets to display in the content browser, including ...
Crash when using a Self reference with a Custom Event variable that is using Pass By Reference. The crash only seems to occur if the setup was created in the Player Controller class. This was origi ...