Passing a blueprint array as an argument to a C++ function causes a spike in Frame rate, game and GPU. This spike is noticeable when using UnitGraph. Attached screenshots show difference in UnitGr ...
Defining an FTransform in code with VisibleAnywhere, BlueprintReadOnly allows the variable to still be edited per instance placed in the level. ...
User Submitted Bug Some keys are not registered when pressed with combination of others. ...
The unpossessd controller will not be removed from UWorld::ControllerList unless destroyed. This causes null access to the ControllerList when GC occurs during seamless travel execution. The unposse ...
When the DBuffer is disabled in the project settings, the Material Editor Stat page will still display the estimated texture lookups for the DBuffer. It appears that the code that adds these estimat ...
Potential bug was encountered when exporting vray cameras and their targets that have been path-constraint to corresponding splines. The resulting export file shows no camera targets; hence, missing ...
Changing between multiple Streams that are contained within an array does not work. ...
The characters in ShooterGame share a bug where their left hands are offset from the weapons they hold, while their right hands are fine. ...
When moving Lighting Scenario Levels and their associated Map Build Data Registry to a new folder within the Content Browser, the references within the Levels tab are updated as [MapName_BuiltData]. ...
An FBX with Multiple Meshes and only one unwrap per mesh (no 2nd UV channel) will import the first mesh in the file correctly but will produce invalid lightmass settings on each additional mesh impo ...