A user reported a crash that occurs only in Debug Editor, related to the Anim Graph of an Animation Blueprint. The issue involves marquee selecting multiple nodes inside of a State Machine transitio ...
The issue appears to that CheckLedgeDirection almost always returns true, which returns the leftward side step. This is correct for the leftward direction, but is not valid for the rightward directi ...
Performing a Rebuild with a hot reload on a brand new code project will fail unless both the Editor and Visual Studio have first been closed and then re-opened. The same result occurs if a Clean is ...
When LightBuild is performed with CornTestBox.umap of EngineTest, 4096 light maps are generated even though [Packed Light and Shadow Map Texutre Size] is 1024. The reason is that the asset's LightMa ...
"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 ...
Implement a commandlet that renders (with `-AllowCommandletRendering`) and frequently calls `CommandletHelpers::TickEngine()`.Have the commandlet load a map containing a world-partitioned landscape. T ...
When using the r.Shadow.Virtual.NonNanite.IncludeInCoarsePages=0 to optimize VSM performance there are errors in how the VSM is invalidated when actors are destroyed with non-Nanite meshes. The curr ...
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 ...