It would seem that updating a material does not update the associated platform stats in a material instance editor, only the parameters. Can workaround by manually invoking shader compile in the ma ...
This is from a UDN post. Several gameplay functions, such as level streaming and SoftObjectPtr resolution, depend on the GPlayInEditorID being set when that code is executed in PIE in the editor. T ...
In the Blueprint Editor, Primitive Components can be configured to respond to Lighting Channels 0, 1, and/or 2. However, if channel 0 is disabled (even with another one enabled), the Preview Actor's ...
While testing GPU - ContentExamples - Lighting - Nvidia gtx 770 in the 4.16 GPU Compat Pass, I noticed a strange effect on lights while the player is in motion. I've had multiple people attempt to ...
If you package with Runtime Generation set to Dynamic and then switch to Static and attempt to repackage, the packaging will fail with the following error message.[2016.02.08-16.18.14:511][217]MainF ...
Selection highlight cannot be disabled for Skeletal Meshes. They will always have the outline selection and some tinted selection over their faces. Static Meshes do not exhibit this behavior. This ...
With windows 10 there has come some new swap chains, which unfortunately messes some things with regards to fullscreen up. We've fixed a bunch in the renderer (which would downright cause crashes), ...
Small objects have erratic behavior when simulating physics. If drop at an angle, some will start spinning indefinitely on contact with the ground while others will spin in place when hit. This is ...
Reported behavior: Given Level_A which contains object_X, where object_X references Level_BDeleting object_X causes AssetRenameManger to check if we need to patch up other levelsLevel_B is load ...
Packaging for iOS Distribution from Windows using Remote Compile results in a failure during the signing portion. This seems to be caused by a hardcoded "false" for a property that is used to determ ...