"Components can optionally be divided into either 1 or 4 (2x2) subsections to increase the resolution of the Landscape. These subsections are the base unit of Landscape LOD calculation." From Doc ...
Skeletal mesh sections with cloth should have their visible mesh match their simulated mesh and this should be effected by painted values. Any vertices left unpainted(at 0) after the initial paint, ...
Crash on play if a BP manipulates a InstancedStaticMeshComponent by using a ClearInstances node followed by an AddInstance node. This is a blocker for the licensee. This is a regression: Working ...
A world leak crash occurs when using NewLevelFromTemplate to duplicate a sublevel of the currently loaded level. The crash doesn't manifest until another level is loaded even though the Sublevel ins ...
Crash in FUniformExpressionSet::FillUniformBuffer trying access deleted UTextureCollection (Experimental in 5.6). The licensee describes their crash, their analysis, and a proposed fix: This crash ...
When testing with a simple setup, as follows: MySceneComponent has a UProperty(VisibleAnywhere, BlueprintReadOnly) of a USphereComponent pointer, initiated in the Constructor AMyActor has a UProper ...
Focus mode in the Editor does not handle Actors without PrimitiveComponent correctly, treating them as if they were at the origin (0,0,0), skewing the camera placement. Some Actors like the WorldDat ...
It would seem that updating a material does not update the associated platform stats in a material instance editor, only the parameters. Can workaround by manually invoking shader compile in the ma ...
This is from a UDN post. Several gameplay functions, such as level streaming and SoftObjectPtr resolution, depend on the GPlayInEditorID being set when that code is executed in PIE in the editor. T ...
In the Blueprint Editor, Primitive Components can be configured to respond to Lighting Channels 0, 1, and/or 2. However, if channel 0 is disabled (even with another one enabled), the Preview Actor's ...