SAssetView::SetMajorityAssetType for most asset types randomly picks a visible asset to grab the metadata from, which is what derives the CB columns. This can become a problem if the random asset it ...
When using SVN, when deleting an asset in Unreal Editor and replacing it with another asset, the checkout fails and the references connected to the previous asset are broken. ...
From licensee: "[...] it seems that regardless of our settings and how far away the control spline is from the landscape edge, one corner of the landscape will always be impacted by the falloff and ...
Blocky artifacts and flickering are sometimes visible when using VRS and decals. Setting r.VRS.Decals=0 removes the flickering. See Additional Info URL for details. ...
When a UPROPERTY() TMap or TArray has raw interface pointers as element type, the garbage collector tries to handle them and crashes. For raw interface pointers without a container, UHT generates a ...
When generating HLODs, it is possible for the generator to ignore material override settings. The generator will not respect the constants, and does not change them in the Material with a default se ...
Changing the brush shape of an AVolume external actor dirties the level. ...
Material Functions cannot output Texture Objects or Booleans. This seems to be because the Material Editor believes that the outputs are Floats, and forbid connections to inputs that take Textures ...