It seems upon reopening a project with State Trees, they don't always keep their last compiled state or recompile when the project is loading up. Same issue occurred when I removed a Task from a Sta ...
(Enduring Games) Please see UDN - Case includes project and potential fix from customer. Need to verify that it does not affect other parts of the volumetric composition. bHasValidSamples is the sam ...
It appears that only custom event nodes support a deprecation message. In fact, we need all nodes that use delegates in some fashion to support a custom deprecation message. Both UK2Node_ActorBoundE ...
A Geometry Collection with Removal-On-Break, after breaking and shrinking until vanished, will reset to the original state (full-size and unbroken) if we toggle between Fullscreen and Windowed while ...
Selecting a Camera Component in the Sequencer window when the level is locked causes the Engine to crash. This was reported and tested in 4.20.1 (CL-4233996). This was reproduced in 4.19.2 (CL-403 ...
In 4.13 game developers had the option to adjust the streaming distance multiplier on their rigged characters in order to stop their textures mipping out in certain situations. This option has bee ...
Nativeize assets fail with the new variable types introduced in 4.15. This issues also occurred when tested using the third person character template Build fails with: FirstPersonCharacter__pf205 ...
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 ...
Since the last engine merge in FN Main, any mesh that silhouettes against DOF will produce a bright, halo like effect on the outside edge. The further away the background is from the silhouetted mes ...
When ExposeOnSpawn is set as a meta specifier for a delegate property, binding the delegate to a function using the Construct Object node does not successfully bind the function. Workaround: Bindin ...