(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 ...
Same issue as in [Link Removed], only this is a different node implementation that attempts to replicate similar behavior. There are a couple differences in behavior here though; notably, that the c ...
When a Sound Wave is set on a referenced node, and that node is used in composition, the Sound Wave will cut out after some time. This does not occur if the reference node uses an Input node for the ...
https://udn.unrealengine.com/questions/419239/uk2node-genericcreateobject-compile-issue.html ...
Setting the Collision Channel to anything other than World Static will reset on closing and restarting the editor. ...
Blueprint Library plugin set to 'Runtime' doesn't work in Standalone/packaged builds if used inside of the 1st Person Character BP. User Description: Blueprint libraries are still broken in the fi ...
User comments in crash group:Enabled Flat Tesselation on a Terrain Material.I saved the material. 1628 if (HasTessellationEnabled) 1629 { 1630 ***** UMaterialInstance* NonTess ...
The -createchunkinstall option is used to separate out chunk>0 CDN/patch data from the main packaged app, but when using it with the IOStore enabled, only the pak files are separated out but not the ...
While setting up whole scene shadows, CasterOuterFrustum is used to cull shadow casters from PrimitiveOctree. CasterOuterFrustum doesn't extend far back enough, which means that if an octree node fi ...