A user on the AnswerHub has reported that a number of his sounds have had their Attenuation Override settings reset, more specifically the 'Spatialize' setting. I ran a few tests and discovered tha ...
When exporting Foliage instances to FBX the FBX will not contain any of the foliage instances, but will include any other static or movable geometry. This is a regression. This worked in 4.11.2 but ...
iOS icons have stopped working for Windows BP projects again; this does not occur on Mac. It also does not occur when using a source build from p4 (only on a binary build from the launcher). Note t ...
Using the Landscape Grasstype will generate log spam for the number of Landscape components being used or if using World Composition will generate a log warning for each tile used. The warning ind ...
Text widget with Outline uses 2 LayerId levels to draw the outline and the text glyphs. This can be seen in function FSlateElementBatcher::AddShapedTextElement(), where lambda BuildFontGeometry() is ...
When working with Nav Modifiers in a level that contains objects that have a custom Nav Area class, the prioritization of the modifiers is not consistent. If you notice in the attached project, so ...
When building lighting now you can no longer have a hidden sub level and have it retain it's built light if it was previously built. For instance, if you have a persistent level and hide the sub-lev ...
Indirect Lighting Cache is causing the Indirect Lighting for Skeletal Meshes to flicker. I have attempted both ILCQ Volume and Point cache qualities, and it seems Point produces the most exaggerate ...
When importing a Static Mesh if you use the default settings and then manually import any LODs for that static mesh they will be rotated by 90 degrees. I found that disabling Transform Vertex to A ...