Spawning a StaticMeshActor at runtime results in the StaticMeshActor not being visible until a property has been changed, such as the material for the Static Mesh. The spawned actor will also have n ...
Adding a custom component to a Blueprint and then deleting the code class defining that custom component from the project will crash the Editor any time you try to open a Blueprint containing that c ...
Objects far outside of the Lumen Scene don't temporally accumulate screen traces, leading to heavy flickering. It appears that the temporal reprojection is failing when comparing the depth in "Scree ...
Currently it is only partially possible to edit nested component subobjects, but not in a way that's consistent with how top-level component subobjects are edited (both Blueprints and IWCE). This is ...
A licensee has reported that their vertex animations are leaving a lot of be desired with anti-aliasing. Specifically using vertex animated meshes can leave aliasing remnants behind while it's shift ...
Calling SetKeyTime in iterating KeyHandlesToIndices array can modify the array order, so it breaks the iterator. Perhaps ShiftCurve also has the same problem. Here is a work around: void FIndexedCu ...
When changing Up Ratio for the Gear Setup in a Wheeled Vehicle's Vehicle Movement Component, there are some weird results. At 1.0 for Gear Setup, the gear should shift once RPM is at max but it will ...
If a Blueprint struct contains a variable that is an array of another Blueprint struct, data in a datatable based on the first struct will not be correctly filled in for the struct array. If the str ...