It was mentioned that the global invalidation should be toggled off during loading screen and subsequently restore the state after. A request was made for this dynamic behavior be part of the engin ...
Licensees have reported failed multi-thread access code for NavElementAccessDetector in complex levels that have not finished compilation of their static meshes. The eventual failed check is inside ...
Translucent materials do not receive specular highlights and reflections from Ambient Cubemaps set in Post-Process settings. There is a pass"InjectTranslucencyLightingVolumeAmbientCubemap" that sho ...
User has reported that access to the console window is locked when using this setup. ...
After setting a particle system component inside blueprint, clicking the "Reset Emitter" button in the details panel does not have any effect on the particle system. ...
Enabling Allow Client Side Navigation results in a NavMesh Needs To Be Rebuilt error message on the Client. The Client cannot use the nav mesh. This is a regression: this did not occur in 4.9.2 (th ...
If an actor's Simulate Physics and ActorLocation/Rotation properties are set in code the editor will crash immediately upon launch / debug in VS. ...
While testing the 'Shot' command for a user on the AnswerHub, I discovered the reason for the incorrect resolutions of his screenshots, was due to the fact the 'Standalone' window resolution set wit ...
It looks like maybe CheckDefaultSubobjectsInternal() isn't set up to handle non-native (i.e. Blueprint) class types? As well as AActor::CheckActorComponents() perhaps? ...
In the Beam's Source Module the tooltip for the Source Name is actually the tooltip for the Source Tangent Strength. ...