The blend stack node doesn't generate any values for its DeltaTimeRecord. This can be tested with the fix for [Link Removed] shelved at 32747789. Since there isn't a tick record directly associate ...
There is a discrepancy when inspecting Substrate materials in the Lumen Performance Overview. Compared to viewing non-Substrate materials the overview show all surfaces in red indicating that Lumen ...
Can move individual mesh instances of a regular instanced mesh component in the blueprint editor, but not hierarchical ones. Originally reported as a pull request in [Link Removed], but we rejected ...
When using the new Rebuild Lighting commandlet will cause a crash with any level that builds when it has a landscape in the scene. https://github.com/EpicGames/UnrealEngine/commit/f89256dd0efb7d0b ...
The DestroySession node fails each time it is called, and the session is never destroyed. Found in 4.14.0 CL# 3195953 Reproduced in 4.13.2 CL# 3172292. Unable to test in 4.15 Main CL# 3205566 due ...
When you move an asset that has been freshly created and not yet saved, it will leave behind information that will get saved by Save All. This saved data isn't visible in the editor but is present i ...
Workaround:Open the Landscape Material and click SaveReload the level Landscape components render black upon first-time compile. Observed in QA-Landscape - several chunks of the Landscape were bla ...
Cooking will fail while attempting to convert a non-data-only Blueprint class based on the native UAnimNotify class when Blueprint nativization is enabled. Workaround in lieu of a fix would be to e ...
Issues observed: - When bRenderStatic is on and bNoSkeletonUpdate is off, CachedMeshDrawCommands takes a significant chunk of time, because the scene primitive transform is being updated every fra ...
We are having a display issue with tiled landscapes displaying well below full tessellation in editor, but displaying fine in game. We can "fix" this issu by unchecking "Use Default Falloff" in deta ...