The engine does not free the LevelRenderAssetManagers array elements in FRenderAssetStreamingManager when changing lighting scenarios. Following code can avoid this issue. void FRenderAssetStre ...
FCoreDelegates::OnControllerConnectionChange works for wired connect/disconnect events as well as the wireless connect event, but wireless disconnect is not working. ...
This was reported in a UDN. Jeremy M. originally pointed out that the stepping looks to be caused by high res geometry sampling a low res heightmap. Additional observations:Loading the tile in w ...
Gameplay Tag Query default properties don't automatically update in instances. ...
The LogActor is set to "CompileTimeVerbosity=Warning", so it cannot output more than the "Warning" level. ENGINE_API DECLARE_LOG_CATEGORY_EXTERN(LogActor, Log, Warning); Suggest the following ...
The display position of the text in DrawDebugString is affected by the scale of the display. Should refer to the Project() of DebugCanvas (not Canvas). - Suggest Code void AHUD::DrawDebugTextL ...
Can not launch PIE after set the value in color picker window to enter a number from the keyboard. Choose the color value with the picker or close the window with the Cancel button to return to it. ...
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From UDN : we are spawning a number of characters at the same time during the game, and seeing a major framerate hitch when we do so. After the characters have been spawned, we use SetSkinnedAssetA ...