Blueprint Library plugin set to 'Runtime' doesn't work in Standalone/packaged builds if used inside of the 1st Person Character BP. User Description: Blueprint libraries are still broken in the fi ...
Destructible attached with a Physics Constraint ignores Start Awake on play The Destructible component is set to simulate physics, but on play physics is not simulated unless the destructible is to ...
User comments in crash group:Enabled Flat Tesselation on a Terrain Material.I saved the material. 1628 if (HasTessellationEnabled) 1629 { 1630 ***** UMaterialInstance* NonTess ...
This will only repro when connected to source control ...
The -createchunkinstall option is used to separate out chunk>0 CDN/patch data from the main packaged app, but when using it with the IOStore enabled, only the pak files are separated out but not the ...
While setting up whole scene shadows, CasterOuterFrustum is used to cull shadow casters from PrimitiveOctree. CasterOuterFrustum doesn't extend far back enough, which means that if an octree node fi ...
If a code function is written with a delay that doesn't take any arguments, calling the function from blueprints causes the blueprint to get stuck in a loop and not continue to the next BP node. ...
Using bFasterWithoutUnity and MinFilesUsingPrecompiledHeaderOverride, on ShooterGame.Build.Cs results in Engine crash. ...
Calling "Play Animation", if current animation has a looping timed particle it will continue playing ...