https://udn.unrealengine.com/questions/298041/static-mesh-reimport-lod-bugs.html ...
Using the EditAnywhere specifier for a UPROPERTY results in some options not being visible in the editor that are visible when using VisibleAnywhere. ...
Users are reporting hangs after exiting Standalone or other various windows launched through the editor. The resolution has already been found, but I am reporting for transparency. Note In order t ...
https://forums.unrealengine.com/development-discussion/rendering/1493948-emissive-for-static-lighting-glitch ...
https://forums.unrealengine.com/development-discussion/ios-development/1696189-ios-launching-error ...
cf. https://forums.unrealengine.com/t/texture-problem-with-c4d-import-datasmith/272840 ...
LevelSequenceEditor has input priority over the Level viewport and other editor modules even though the Level viewport has been the last one selected. An example would be a cut operation. If you ha ...
STAT_VolumetricLightmapBuildData isn't counted correctly. It seems that the root cause is Volume.IndirectionTexture.DataSize is set to 0 before STAT_VolumetricLightmapBuildData is decreased.// Prec ...
When using Lighting Scenarios and placing a skylight in the lighting scenario levels when you build lighting there will be a map check warning that "Multiple sky lights are active, only one can be e ...
UDN user reported frequent crashes in FStaticMesh::~FStaticMesh() on DrawListLinks[i]->Remove(false); Crash went away after adding critical sections to FStaticMesh::LinkDrawList(), FStaticMesh::Unl ...