Light Complexity view mode is quite different from document. https://docs.unrealengine.com/latest/INT/Engine/UI/LevelEditor/Viewports/ViewModes/index.html#lightcomplexity ...
Frequent crash occurs once when building lighting after editing a landscape. I added components to the landscape, sculpted, and flattened it. I wasn't able to reproduce the issue again, so the abo ...
Min roughness in the light settings currently aren't working in the forward shading mode. ...
In Scripted Actions, if you execute a function after using Rename Asset or Duplicate Asset, it will crash. If you do not execute the function it will not crash. ...
Assertion in a packaged build when Light propagation volume is set to 1 ...
'Can Jump' functions differently in 4.13 User Description: "Can Jump" doesn't update in an appropriate manner in 4.13. In 4.12 it would return true while grounded, false while in the air, and the ...
When you create a new variable you get a useful default value specification option for the given type. However, for a function input the values are just a string which requires knowing the arcane s ...
The UWorld Async Sweep functions are missing the FQuat Rot parameter of their sync counterparts and the Sweep, Overlap, and Async Overlap functions are missing param comments for their rotation para ...
FGameplayAbilitySpecHandle is a struct that can be replicated by-design to identify a granted GameplayAbility in server-client communication. This works fine with default struct replication using FR ...
UHeadMountedDisplayFunctionLibrary::GetHMDDeviceName() says it returns the "device" you are using, but it really returns the name of the SDK or XR System that you are using (for example launching o ...