If FObjectFinder is used in a function other than the constructor, which should not be done, it causes a crash. ...
If a static object has 'Use Complex collision as simple' set as its collision type, it'll collide with a player but will not collide with objects that are dynamically simulating physics. ...
Print String node will stop printing to the screen if PIE is exited while Gameplay Debugger is active. Restarting the editor fixes the issue. ...
Unexpected behavior occurs from moving multiple widget components with render transform applied to them. The individual components seem to change relative position or rotation when being clicked and ...
When exporting a .raw file heightmap using the Copy/Paste tool, the file produced has a greyscale and pixelated result. ...
Unreal Remote 2 does not give information on motion control to PC. This is different from the description of the application. Use this application alongside Unreal Engine to view and control the de ...
In NormalizePackageNames() (PackageUtilities.cpp), there is a PackageFilter parameter, which can be set to exclude developer packages (NORMALIZE_ExcludeDeveloperPackages). The code only checks the b ...
Images aren't just under exposed, they have values of 0.0 even in exrs - enabling the Debug Settings and writing out all samples shows the GPU is actually rendering black. ...
SkeletalMeshActor using a PhysicsAsset with custom box shapes may flicker rapidly in Editor when not selected, and also flickers in PIE mode. If occlusion culling is disabled the flickering stops. ...
When using a Spot/Point Light with Distance Fields enabled and a mesh that is scaled to 0 on the XYZ will result in artifacts. ...