Volumetric Translucent Shadow has artifacts when using some nodes like noise when clamped between 0,1. This happens with other nodes as well. When using a basic alpha mask or constant value there ...
When modifying an object that makes changes using the construction script seems to cause a memory leak. The memory that is used seems to never be freed up. ...
When a capsule is attached to an actor Root Component followed by playing in editor through VS debug mode there is a breakpoint triggered in VS upon pressing PIE. Continuing through the break allow ...
Two different users have pointed out that the spring controls seem inverted and/or counter intuitive: The first post: https://answers.unrealengine.com/questions/328098/spring-controller-seems-to- ...
When you use the IsOverlappingActor node to determine whether or not something is overlapping another actor, it returns false regardless of whether or not you're actually overlapping another actor. ...
Using the Nativize Blueprint Assets option can cause the extents of a collision component defined in code and inherited by blueprints to use its default values in a packaged build instead of the ext ...
Crash when compiling BP (containing user defined struct + object reference) after adding variable. ...
I believe this is similar problem to this UDN reported bug. https://udn.unrealengine.com/questions/438893/view.html It can be avoided by removing the comments in LevelSeuqnceActorSpawner.cpp UEng ...
Creating a montage from a default frame rate and rate scale sequence reports 1 less frame than the sequence. The difference is a result of UAnimSequence overriding UAnimSequenceBase::GetNumberOfFram ...
When adding a new subfolder in the Levels window all the sublevels in that parent folder move to the new sublevel. Currently you have to create all the sub folders then move the sublevels to keep th ...