I have copied a project from Windows to my Macbook Pro. It's the first time I try Unreal for OSX. In Windows everything worked perfectly, but in Mac shadows are showing like this: alt text Buildin ...
The following warnings appear in the output log for ShooterGame clients when switching weapons. [2015.11.05-19.41.11:550][253]LogNet:Warning: UIpNetDriver::ProcesRemoteFunction: No owning connectio ...
Plugins that provide blueprint-accessible libraries generally need to be set the PreDefault LoadingPhase so they can be properly loaded before game-specific data that loads early in the Default load ...
A Computer which is hosting the Swarm Coordinator no longer shows up as a viable Swarm Agent Computer and if that computer builds lighting will only use itself and not any available agents. Also re ...
It appears that the Lightmass Volumetric Lightmap does not work with Landscape textures. When it samples the Landscape with some textured material, the resulting lighting build data does not match t ...
In sequencer, an "event track" can be added to call functions/events defined in the Sequence Director Blueprint. The parameters for those endpoint functions/events can be sent as a Payload associate ...
In practice, developer wants some Static-Staticmesh actors don't build lightmaps to save iteration time as well as Memory and Package size; but still want lit by Indirect lightings ...
When using a material with a translucent blend mode, you can not use the lighting modes "Volumetric PerVertex NonDirectional", or "Volumetric PerVertex Directional" and the Tessellation settings "PN ...
The Editor on Mac does not recognize plugins that are added to a code project via symlink (the plugin code is located somewhere other than in the project's Plugins folder). Xcode properly recognizes ...
Expanding a macro that passes a struct with split struct pins to a function causes internal compile errors. Attaching sample project, can be recreated with steps above. ...