This issue was reported through a UDN. Licensee mentioned that they are seeing a hole in their Nanite mesh at as they move away from it. Using the Nanite debug view we observe at a certain distance ...
It would seem that updating a material does not update the associated platform stats in a material instance editor, only the parameters. Can workaround by manually invoking shader compile in the ma ...
When diffing a blueprint in the Perforce changelist reviewer in-editor (Review Changelists), if the blueprint references an asset that does not exist locally but rather exists as a newly added asset ...
Hi, with adding additional plugins, etc. to our project, we have encountered an issue with registering too many asset categories, such as: LogAssetTools: Warning: RegisterAssetTypeCategory("Water", ...
When importing an asset like a Texture asset using the steps mentioned in the Repro steps, the imported asset does not have the correct relative path listed under the newly-created asset's "Source F ...
Setting the Phase Count of a RetainerBox to 2 or more may cause other widgets within the same UserWidget to flicker. Upon investigation, we found that during frames where the flickering occurs, the ...
When a component is removed from a class that exists as an instance with external actors enabled, a deleted BP component on an actor will remain referenced by the instance. Disabling External Actor ...
When reimporting meshes with changes to their material sections, specifically additions, there is no indication that there will be an issue on output of a generated mesh. Ideally, we can watch for a ...
Context Recast lets you configure multiple agent types in Project Settings > Navigation System > Supported Agents. When agents have unique settings such as agent radius, building a nav mesh results ...