Navmesh is setting some vertices to be quite above what would be the max step height of the agent when two platforms are aligned with one above the other. The navmesh may reach up to the upper platf ...
ARecastNavMesh.bPerformVoxelFiltering doesn't seem to be working anymore. ...
If a Blueprint asset contains a function call node for which the referenced function context is set to 'self', if the "Target" pin is connected to a type that equates to the owning Blueprint asset ( ...
In 5.1.1, the depth calculation is not functioning properly on mobile ES 3.1 preview, resulting in reflections occurring in areas where they should not. When checking with RenderDoc in ES 3.1 Previ ...
In 5.0, the mobile depth of field settings were correctly reflected when running standalone. However, in 5.1, the DOF doesn't appear to be working correctly and the focus is off, causing a blurry im ...
A UDN user has requested that we expose the VertexID as a Material Editor graph node. According to a brief thread with [Link Removed] , this is a useful feature to add. https://udn.unrealengine.com ...
BoxCollison's OnComponentHit event is not triggered when BoxCollison hits a spawned actor with simulate physics enabled. The event is triggered if the same actor has been placed in the level beforeh ...