High quality particle lights won't behave as expected under these conditions.A particle system component has its relative location offset in blueprintThe particle system is using local spaceThe ligh ...
Ribbon type particles seem to crash the engine if they enter a killbox. This reproduces 8/10 times on the first attempt, you may need to play with the kill box placement (left corner and right corne ...
Meshes that have a material with a DistanceToNearestSurface node applied can not be selected in the viewport. They have to be selected in the world outliner, and even then they don't have an outline ...
When a mesh is declared in a custom component class and that component is added to an actor class, compiling a blueprint based on the actor class will cause the mesh set in the component to vanish i ...
A licensee experienced a one-off crash that appears to be related to an active timer removing itself from the ActiveTimers array, leading to an out-of-bounds crash when we try to unregister it again ...
If a data table asset is based on a custom struct, making changes to and hot reloading the struct will not update the data table in the editor. Restarting the editor will prevent the data table fro ...
Code class files created by the Editor that include the Copyright symbol (©) are created with UTF-16 encoding. This encoding is not supported by Xcode on Mac, and will result in a build failure. In ...
NetFields are not initialized for classes without properties, preventing RPCs from working. Should just be a matter of removing the PropertyLink check in UClass::SetUpRuntimeReplicationData. See UDN ...
Character floats off of ramp when walking into a wall that is slightly sloped. The wall angle is well above the walkable floor angle but the character seems to start walking up the wall regardless. ...
Distance Field Ambient Occlusion does not render in VR. I mentioned to the user reporting this issue, that using DFAO is more than likely disabled by default due to the baseline cost of using the ' ...