There is a performance difference between spawning and placing AI into a level. This is causing issues when spawning/despawning AI actors in a large open world, where 4-5ms of frame time quickly bui ...
The Session Frontend Screen Comparison tool does not appear to be showing and screenshots taken from the Editor. ...
Hot Reload does not work if a project and the Engine that project is associated with are placed next to each other in the same root folder that shares the same name as the project. During the Hot Re ...
Piloting and "Un-piloting" a camera Actor in viewport pane causes other viewport panes to reset its view orientation upon "Un-piloting" of Camera Actor. ...
Using the system blueprint node in the character blueprint will cause the packaged game to give a fatal error when running the executable. This only occurs when in a C++ project. Found in 4.20 CL# ...
If a VertexInterpolator is used in a material that is applied to a landscape the material will fail to compile. Found in 4.20 CL# 4369336, 4.21 CL# 4.21 CL# 4613538, 4.22 CL# 4681912 ...
You cannot change the intensity by just adding/changing numbers. You have to completely retype the entire value. Found in 4.21 CL# 4613538 and 4.22 CL# 4681912 ...
When using FText::FromStringTable to initialize an FText variable in the constructor of an FStruct that inherits from FTableRowBase, an assert is caused due to recursion. The assert is as follows:As ...
Migrating a Niagara asset from one project to copies the Niagara plugin assets. ...
The behavior in question involves a warning that FNetGuidCache gives when an Actor's construction graph adds a static mesh component, and a multiplayer session with 2 players is simulated in PIE.(Pl ...