The level blueprint has a macro that references a level. FBlueprintNodeTemplateCache keeps holding this cashe at transition level. Unable to find source-code formatter for language: text. Available ...
Issue seems to be linked to Eye Adaptation. Turning it off results in the sphere to be invisible. The attached image shows the output of the editor versus game mode (cooked or -game) This shader w ...
The underlying reason seems to be that the stationary lights require SM channels for casting shadows from movable objects and they are assigned channels 0,1,2 by lightmass (or somewhere along the w ...
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The rotate around point module no longer adds in particle position, so it does not account for other forces and modules effecting the particles, and will only spin in a circle by default. The user c ...
Curves compressed from additive animations will not interpolate correctly if they have two keys in a row with the same value. The second key will be ignored, leading to the curve interpolating earli ...
When a landscape uses simple collision, the returned physical material can be mismatched. This seems to be a result of ConvertHeightfieldDataForPhysx within ULandscapeHeightfieldCollisionComponent: ...
If you add a track for Attach from Sequencer Scripting and add a section to it, two sections are automatically added.If you don't use Sequencer Scripting, only one section will be added ...
Changes in an applied physical material are not automatically picked up by the PHAT mass properties display. A manual refresh is required for the display to update to the correct values. Adjustin ...
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 ...