SceneRenderTargets.cpp includes LightPropagationVolumeBlendable.h, which means if you disable the LightPropagationVolume plugin and compile, you will get compile errors. ...
Setting a vector variable to editable and showing a 3D widget within a blueprint actor component does not show the 3d widget within a blueprint implementing the component. ...
In GameInstance.cpp when the Navigation System is created it calls... UNavigationSystem::InitializeForWorld This in turn ends up calling... GatherNavigationBounds(); This goes through all ...
Not all plugins live under Engine, PlatformerGame being an example of one. ...
AddProceduralMeshComponent node throws UnknownTemplateReferenced errors in duplicated Function User description: 1) Make a function that has a Add Procedural Mesh Component node. 2) duplicate func ...
The DemoRec console command crashes the editor if used during PIE. Reproduced in 4.9 Preview 2 binary and 4.9 Releases (//depot/UE4-Releases/4.9/Promotable-CL-2643093). Does NOT occur in 4.8.3 bina ...
Distance Field shadows are culled for larger meshes at certain angles of the cameras view position. Map with reproduced setup is attached. ...
In the Extract Sprites window, if the user changes the Naming Template, they will have to click on the Extract button twice for the sprites to extract. ...
It looks like the Functions Get Float Parameter, Get Vector Parameter, Get Actor Parameter, Get Color Parameter are listed in the API, but are not callable in a Blueprint. ...
Copying a Static Mesh actor from the level and pasting it into a Blueprint as a component does not retain any of the values of the copied actor. Reproduced in 4.7.6 binary, 4.9 Release (//depot/UE4 ...