When the viewport is in Top (ortho) Lit mode the near plane clips through geometry as you zoom the view in and out. ...
The [bIsVisible] flag is set to [1] by the following judgment.const bool bIsInDrawRange = DistanceSquared >= Bounds.MinDrawDistanceSq * HLODState.FOVDistanceScaleSq; Judging from this code, I bel ...
Warning when running the packet notify test, regarding missed acks. ...
Incorrect collision of merged actor that was merged from a Spline Mesh Component Licensee description: We often use spline mesh blueprints to generate organic art for us, like roots, trees, and r ...
This crash will only occur when this criteria is met.You have enabled custom depth with stencils in the project settingsA mesh in the scene is rendering to custom depth with a stencil value of 1The ...
Attempting to use the Rebuild option in Visual Studio will fail to build the project. It instead produces a message that "Epic was unexpected". ...
When copying a Blueprint actor, Variables with brackets in their names don't have their values copied. IE: Creating a vector variable named "MyVector[]" This behavior also replicates with round brac ...
Attached actors do not return to LevelInstance space at the end of LevelInstance editing, and bounds contains level instance offset location. This results in huge bounds. My workaround is: void FL ...
Found in the process of replicating the linked Answerhub. When an opaque material is setup as a master material with the intent to have an Opaque and Translucent version, the material instance will ...