RVT only primitives are being pushed through the occlusion culling. It would be more efficient to not do that. ...
It appears that for spawnable bindings, when adding a child binding through a copy/paste it is not added to the child bindings array on the spawnable, so when GetChildPossessables is called, there a ...
When a TInstancedStruct contains a UObject marked with EditInlineNew and DefaultToInstanced, the reference is lost after compiling the Blueprint but only when the struct is part of a native Actor cl ...
Grass output in materials draws over masked locations, such as landscape visibility holes. ...
Received a report from a licensee using Network Prediction Plugin and Mover. There is a strong likelihood of a crash occurring when using NPP's smoothing option and spawning new NPP-simulating ins ...
When using the Landscape Grass Type and using a Static or Stationary light will throw the 'Lighting needs to be rebuilt' warning. ...
If a person is on the Shooter Game level Highrse and uses the blueprint node "Execute Console Command" to server travel to any other level the editor will crash. In PIE mode the editor will hang at ...
Cannot disable the NavLinkProxy through the Smart Link option. If this is not the proper way to disable the NavLink, users are confused by the naming of 'Link Enabled'. ...
The particle manager only accounts for the particle system component's attach parent's EndTickGroup. When setting the tick group through the actor component the TickGroup is set instead of the EndTi ...
When copy/pasting a state network, if any transition has Custom Blend Logic, the Custom Blend Graph becomes read only in the pasted version. ...