"Components can optionally be divided into either 1 or 4 (2x2) subsections to increase the resolution of the Landscape. These subsections are the base unit of Landscape LOD calculation." From Doc ...
Reference to a blueprint based on a custom class will break if changes are made to the parent class and a hot reload is performed. Error Displayed added to Callstack section. Workaround: Compiling ...
After taking a high res screenshot with a planar reflection actor in the scene the engine will experience a permanent performance hit relative to the resolution of the screenshot. For example if you ...
If a widget Blueprint is referenced in code, an error is displayed when the packaged game is launched stating that the widget could not be found (in 4.11 the widget still appears to be successfully ...
After opens the preloaded level using Asset Manager, opening another level before unloading the level will crash. Because AssetManager holds FStreamableHandle of the level, garbage collection is no ...
Crashes when exiting PIE while executing multiple async tasks. By explicitly executing EndTask and FinishAbort of RecieveAbort, this caused by performing out-of-range in array access to InstanceStac ...
From user: "I believe the issue is deal to the implementation of FAndroidOpenGL, there is no overriding of FOpenGL::SupportsMapBuffer(),which always return from the base FOpenGLES2 method and it is ...
Another thread: https://answers.unrealengine.com/questions/241358/amd-cpu-very-low-performance-because-ixaudio2sourc.html Note: This not a regression and has existed since our first implementation ...
If there is a space in the name of a folder within the Engine's install path (eg. Users\Shared\Epic Games\...), the values set in the User Header Search Paths field are split into multiple lines whe ...
When launching the editor with the -AsyncLoadingThread command, the engine uses an asynchronous thread to load and instantiate UObjects. At this point, if the instantiated UObject contains an FData ...