User has pointed out that generating FBX files through C++ causes the level nodes and a light node. I'm not fully versed with this, so the notes from the user may be more helpful for their descript ...
Any light's min roughness setting creates black artifacts with materials who have a roughness value less than 0. The min roughness must be =< 0. ...
UActorComponent has hideCategories=(ComponentReplication) set in the UClass macro preventing uint32 bReplicates:1; to be set as a default setting. ...
When a Actor Blueprint is placed in the world with a TArray of instanced UObjects, the + button to add a new instance of the object wont create a instance of the object. ...
Movable/Stationary dynamic shadow distance in the Directional light is not captured in the Planar Reflection. Note that Point and Spot Lights box cast shadows that can be rendered in the reflection ...
When a particle system has the "Set Tickable when Paused" set to true, pausing the packaged version of the game causes the game to crash. CrashReporter: [Link Removed] ...
When attaching a moving character, such as an AI character, to an object in the level with a negative scale, the character is constantly flipping while moving. ...
Frame rate issues using Fixed Frame Rate and Matinee. This could be similar to some issues involving "Force Fixed Frame Rate". ...
When defining an FQuat variable in code, any name given to the variable will be replaced by the name "Rotation" in the editor. Workaround: Using FRotator instead of FQuat gives the correct variable ...
When game is built with Nativize Blueprint and the client who is connected to a host tries to server travel along with the host, a assert is hit. ...