Volumetric Translucent Shadow has artifacts when using some nodes like noise when clamped between 0,1. This happens with other nodes as well. When using a basic alpha mask or constant value there ...
When a new BSP is created, modifications are made to the level's default brush. These changes affect how volumes are placed, with different BSPs causing different behavior in volume placement. ...
When building a project in Visual Studio, canceling the build causes UBT to continue running until it completes rather than stopping UBT when the build stops. This behavior has not been reproduced ...
Spring Arm Component causes vehicle to jerk forward and backwards in a multiplayer environment. ...
When game is built with Nativize Blueprint and the client who is connected to a host tries to server travel along with the host, a assert is hit. ...
When defining an FQuat variable in code, any name given to the variable will be replaced by the name "Rotation" in the editor. Workaround: Using FRotator instead of FQuat gives the correct variable ...
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 ...
When a blueprint variable is given a category and subcategory then compiled, the variable will show up in the details panel when selecting components that existed when the blueprint was created. ...
Frame rate issues using Fixed Frame Rate and Matinee. This could be similar to some issues involving "Force Fixed Frame Rate". ...
Warnings in the Github UE4 Solution: There was a mismatch between the processor architecture of the project being built "MSIL" and the processor architecture of the reference "D:\Downloads\UnrealEn ...