When loading a mesh asset (static or skeletal) created in an old version of Unreal (e.g. 4.10), any LOD whose LOD screen size was originally set to 0, is converted to 1. This causes LODs that would ...
After calling Seamless Travel, actors in the level will not be in their original positions. The example provided by the licensee had a different result: the actors, despite having Start Awake disabl ...
Smart links disappear whenever the Nav Mesh regenerates while using Dynamic Runtime Generation. For example, if you have a dynamic object that is constantly moving and causing the Nav Mesh to rebuil ...
Attempting to set the Pressed Sound for Widget Style dynamically never actually sets the sound. When you click the button, you get no pressed sound. However, when setting the Pressed Sound through t ...
Several users have reported that their projects cannot compile specific blueprints. In one a character blueprint and another a controller. In both instances, the editor becomes completely unresponsi ...
User fails to compile code template after adding AIController code to project. Regression: Not a regression happens in 4.6.1 CL-2386410 Setting up Mono Building MyProjectEditor... Compiling game m ...
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 ...
This is not a regression. We have 2 issues here. First we have different tiling for the different materials, since the way sketchup handles texture scale. They scale the UVs of the object instead ...
The logic for selecting a page table texture in FVirtualTexturePageTable::Initialize() uses the indexing for texture layers (index 0-7) to fetch from the page table textures (index 0-1). All RVT for ...