From the UDN: "In USceneComponent::PropagateTransformUpdate, even when Transform has not changed, Bounds are updated and MarkRenderTransformDirty is called. I think that judging whether Bounds have ...
https://udn.unrealengine.com/questions/318476/bug-light-attachments-as-group-not-working-on-char.html ...
In the Content Browser, there are no dedicated filter options for haptic assets, even though they can be created using the right-click menu in the Content Browser. ...
The particle module "Event Receiver Spawn" seems to ignore whether the emitter containing it changes from either disabled to enabled or vice a versa at run time. I also noticed that disabling the ...
When the default values of a struct are set in code and an array of the struct type are added as a class variable, creating a blueprint of the class with show array elements with the "reset defaults ...
The VR Template in 4.14 had a node in the level blueprint to enable stereo mode at the start of the game, but it has been removed in 4.15: [Image Removed] Maybe the "console command" wasn't the be ...
Moving the file location of the Editor Startup map appears to break the reference to the startup map. The editor fails to find the map and so does not use it for the start up map. Notes: In the ...
Changing the name of a function that is bound to a delegate, or attempting to bind a delegate to a second function, causes the new/changed function to not be called when the delegate is triggered. ...
Workaround: Delete the StagedBuilds folder within [Project] \ Saved User is not able to LaunchOn on multiple platforms. They receive a message saying Plugin 'SlateRemote' failed to load. The plug ...
A licensee is noticing that a heavy use of the Collections system to categorize assets is causing a lot of unnecessary source control operations and generating a lot of noise for their logs. Rather ...