When a Sandbox Visitor checks a directory and it doesn't exist, it returns true on Windows and false on other platforms. The code that uses the result of this check, IterateDirectory, doesn't conti ...
Foliage/hierarchical instanced static mesh components have issues with culling when their material's "Max World Position Offset Displacement" value is a higher amount, e.g. 100.0. ...
UE allows actors to be attached to other actors. More precisely, it allows the root component of an actor (child) to be attached to any component of another actor (parent). From now on, "parent" and ...
GPU Lightmass does not support bounce lighting from landscapes, but CPU Lightmass does. ...
In the Blueprint Editor, Primitive Components can be configured to respond to Lighting Channels 0, 1, and/or 2. However, if channel 0 is disabled (even with another one enabled), the Preview Actor's ...
Consider a static mesh set to use complex-as-simple collision, and a convex collision component, starting to overlap each other. When only the Collision Component moves, its collision with the stat ...
When you add a level with stationary lights to another level as a sublevel they will show a first error icon on the lights. Once you close the project or refresh the level this icon is shown as nor ...
Changes to custom primitive data properties for instanced meshes placed in the editor work in-game but are not otherwise reflected in-editor. ...
In the new implementation UAssetDefinition to define the actions for asset we found that it isn't possible to delete or hide actions from parent classes due to the ToolMenu system works with delegat ...