When using a point light far from the world origin the light will have banding. The shadow bias and filter sharpen can help but they are not as consistent as settings near the world origin. The only ...
Using a game mode that contains a custom game state rather than the default seems to be disabling tick for other blueprints such as characters and actors. Whenever the project is using a custom gam ...
When disabling "Should be Visible" of a stream level and then enabling it again, the values of variables in a Blueprint that has been placed in a stream level maintain their value in PIE but reset t ...
Regression since 4.13 due to change in UStaticMeshComponent::InvalidateLightingCacheDetailed ...
Increasing the Capsule Half Height size of a Capsule Component of a Character class in a multiplayer game results in other clients getting inaccurate (jittery) collision when colliding against meshe ...
When building lighting now you can no longer have a hidden sub level and have it retain it's built light if it was previously built. For instance, if you have a persistent level and hide the sub-lev ...
Open QAGame and duplicate Player_RunBlend to Player_RunBlend2. Create an animation blueprint for M_Avg_Base_AnimSkeleton and set it up in the screen shot below. ( "New Var 0" and "New Var 1" contai ...
Dynamically spawned actors do not seem to be removed when unloading a streamed level that they were spawned into. ...
After importing a mesh without any materials assigned, if you add a material slot and save the material. Reimporting this mesh will cause a crash. The only way to avoid this crash is to import a me ...
Reimporting a static mesh causes a significant change of view in the Static Mesh Editor Viewport from the original view. (See attached images) Regression: No ...