If you create two actors that have the same structure of variables in a category, and you try to copy the category variables of one actor into the other, variables that have ReadOnly/EditConst speci ...
Spawning a StaticMeshActor at runtime results in the StaticMeshActor not being visible until a property has been changed, such as the material for the Static Mesh. The spawned actor will also have n ...
Adding a custom component to a Blueprint and then deleting the code class defining that custom component from the project will crash the Editor any time you try to open a Blueprint containing that c ...
A licensee has reported that their vertex animations are leaving a lot of be desired with anti-aliasing. Specifically using vertex animated meshes can leave aliasing remnants behind while it's shift ...
Calling SetKeyTime in iterating KeyHandlesToIndices array can modify the array order, so it breaks the iterator. Perhaps ShiftCurve also has the same problem. Here is a work around: void FIndexedCu ...
If a Blueprint struct contains a variable that is an array of another Blueprint struct, data in a datatable based on the first struct will not be correctly filled in for the struct array. If the str ...
Changing the InstancedFoliageGridSize by the WorldPartitionFoliageBuilder commandlet will cause some of the foliage to not load correctly. ...
Adjusting the X Size of a Decal is causing the normals to distort [Image Removed] Reproduced in 4.11-Releases-CL-2804793 Reproduced in DevRendering-CL-2806984 ...