The widget component acts differently under different lighting types. For example it will cast a shadow if being lit by a directional light but won't otherwise. It also seems point lights affect t ...
A crash occurs when you add/drag a skeletal mesh with Apex clothing into the scene. The user reporting the issue managed to find where the crash occurs and added a comment for assistance where to lo ...
The collision of objects moving at high speeds seems to move in front of the object. The faster the object is moving, the further the collision will be from the mesh. AnswerHub report: https://an ...
If an AI is moving between points in the persistent level but is located within a sublevel and the sublevel is set to not visible, there is a chance that the editor will eventually crash. Setting Is ...
Compiling Child Blueprint and editing child component's class value, results in parent component's value being changed under certain compile conditions. "This is because they're now pointing to t ...
I saw a following assertion. Assertion failed: (AdditivePoses.Num() > 0) || (NonAdditivePoses.Num() > 0) [Link Removed] [Line: 1381] This is my quick fix// code placeholder void FAnimInstance ...
Multi Sphere Trace is not returning the correct Impact Location. Other AnswerHub Report:https://answers.unrealengine.com/questions/30952/multisphere-trace-fhitresult-location-same-as-impa.html ...
Compiling without "WITH_PHYSX" leads to compile errors. https://udn.unrealengine.com/questions/450489/projects-without-physx-not-compiling.html Projects without PhysX (WITH_PHYSX disabled) will not ...
issuesFBSPOps::csgAddOperation returns null if BuilderBrush has no valid polys.The creating level on content browser never calls "UEditorEngine::InitBuilderBrush(NewWorld);". But "New level" button o ...
Indirect Lighting Cache is causing the Indirect Lighting for Skeletal Meshes to flicker. I have attempted both ILCQ Volume and Point cache qualities, and it seems Point produces the most exaggerate ...