Referece to the source level should be fixed by FReplaceObjectRefsArchive, but it is not working because ArIsModifyingWeakAndStrongReferences is not set. It can be fixed by setting the flag.class FR ...
Building lighting via commandlet and via editor are giving different results. To prevent one method from polluting the other via Swarm cache, the cache needs to be cleared in between tests. ...
Invisible child components appear for one frame on scene capture 2D windows if another component is attached. ...
Force Next Floor Check doesn't work when the player is stopped, even though the tool tip says that it does. User Description: I'm trying to shrink / grow the collision capsule for our needs but wh ...
Reported from Prismatic: It appears that the Add Mapping Context function currently prioritizes low numbers over high numbers, which seems inconsistent with the function description and some parts ...
This occurs because the 'AttachParent' property is a UPROPERTY, and as a result when we create a new instance of a USceneComponent subtype, any USceneComponent subtypes it owns are treated as instan ...
No user comments in crash group 3127 if (SectionLodsParameter.IsBound()) 3128 { 3129 if (CurrentLODData.UseCombinedMeshBatch) 3130 { 3131 Set ...
When using a Destructible that is using the Event OnComponentFracture and the flags for Debris timeout/max separation and Debris Enabled will cause the event to fire for each chunk removed from the ...
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 ...