Context World Partition - Hierarchical Level of Detail (HLOD) system uses custom HLOD Layers to organize large amounts of Static Mesh Actors and generate a single proxy mesh and Material. Problem T ...
Dithered LOD transitions do not work when changing the camera's field of view and cause artifacts when both the FOV and camera distance to the object are changed simultaneously. ...
Creating an exposed variable does not always update correctly to the bp's Details panel. They will show as having multiple values until the bp is clicked off and back onto. ...
Cannot save actor after actor component modification. The user gets the error Graph is linked to private object(s) in an external package ...
See attached video for clear examples. When using the orthographic camera perspective with default light settings to stationary for directional light source. Other light sources work as intended. T ...
Crash after deleting Editor Utility Widget and accessing from Window menu ...
Issue was reported by a user on the Unreal Engine forms. I tried to package the game with the other encoding options and this appears specific to using the Unreal Ambisonics option. I have only co ...
When BP functions are bound to native delegates with float parameters, we perform fixup on the BP functions such that their float parameters are converted from double precision to single precision. ...
Context: The Interchange Framework is Unreal Engine's import and export framework. When importing a mesh without collision, collision can be auto-generated. Problem: The problem is when importing s ...
Water tiles flicker in and out of visibility when playing in VR with instanced stereo enabled. Requires instanced stereo rendering to be enabled (does not require forward shading to be enabled) Must ...