I've also attached an FBX of the same mesh for reference. [Link Removed] [Image Removed] ...
Quote from the UDN: This is easily fixed with a conditional in bool FBlueprintEditor::ConvertFunctionIfValid(UK2Node_FunctionEntry* FuncEntryNode) which we've done locally, but should probably be ...
This check is hit on the server instance while it is performing garbage collection during the seamless travel. During this garbage collection, it will determine that the UWorldPartition object belon ...
If a bsp is converted to a blocking volume, the faces of the bsp remain present until a new actor is placed or geometry is compiled. ...
[JoshA] This is a bug in the Metal renderer. Basing on the screenshots in the Comments, it looks like some sort of precision issue in Metal shaders? Landscape materials incorrectly render when depl ...
Landscapes do not consistently return "hit" on traces. Lots of AH posts on this topic, and votes on public tracker: [Link Removed] ...
PIE with Auto Recompile Blueprints disabled generates an error message asking to compile PROTO_BP_Blueprint_0 and PROTO_BP_AnimBlueprint_0. Clicking Yes compiles, but any attempt to PIE thereafter g ...
Mesh Type Particles with Collision on World Static and Destructibles will not keep collision when placed into the Effects slot of a Destructible Mesh. ...
Landscape Materials which use the new Grass Output and have Tessellation turned to PNTriangles will crash the engine Also reproduced in Main Promotable-CL-2550487 & Releases/4.8/Promoted-CL-255045 ...