As reported by the customer in the related UDN case, when right-clicking a tree item on the Geometry Collection Outliner inside the Fracture Tool, the popup menu should display 4 options for setting ...
Reported from this UDN: https://udn.unrealengine.com/s/question/0D5QP00000MLlco0AD/active-dtr-doesnt-render-beforedofmodulated-materials?fromCase=1 The problem is that, except in very specific circ ...
When placing a billboard in a level (via a blueprint) with an orthographic camera, the billboard will not be rendered unless a significant distance in front of camera, comparing 4.61 project with th ...
I am using the orthographic camera preview fairly extensively for making an in-engine Tiling Texture maker. This feature is currently busted since the orthographic camera preview window is rendering ...
When using the Default Scene Root component in a blueprint with no additional components, the box extent of the Get Actor Bounds node is returning 128,128,128 instead of the expected 0,0,0. If you ...
When using actor components, if you delete a node, such as event tick and then add it to an actor, even if you modify the component again, such as adding the event tick event back, the component wil ...
Editor crashes when importing an .abc file as a skeletal mesh and the assets materials already exist inside the project. -Materials need exist inside project before import -If the .abc file is imp ...
The documentation example to create your own asynchronous image load from disk results in a memory leak that is noticeable using the task manager. ...
The user is using a Nav Mesh Bounds Volume and a Nav Link Proxy. They are calling AI Move To to navigate to the point, but the Character reproduces extra movement and goes a bit past it. For debuggi ...
I'm seeing it as an issue in at least 4.25.4, maybe prior. I'll update after checking 4.24. From the tests at my desk I could see that the HotReload.State file that DeleteTemporaryFiles (HotReloa ...