If you apply the same material more than once as a blendable element the effects will not stack. Only one of the materials will be taken into account. However, if you make a copy and apply that it w ...
Short description from Licensee (attached UDN has more info):When streaming a level in and/or out (out especially in World Partition due to the bRequireFullVisibilityToRender variable usage) there i ...
This will result in not getting the Phys Material when doing collision query. Info from the UDN "Having stepped through the ULandscapeLayerInfoObject::PostEditChangeProperty I can see that the U ...
When adding a new C++ class to a project via the editor's interface, Visual Studio is opened but it ends up opening more than is necessary. Firstly, Visual Studio is opened without focus on the two ...
Overview: Function at fault: FSocketSteam::RecvFrom (https://github.com/EpicGames/UnrealEngine/blob/c3caf7b6bf12ae4c8e09b606f10a09776b4d1f38/Engine/Plugins/Online/OnlineSubsystemSteam/Source/Private/ ...
Paired types (e.g. TMap) in a delegate signature do not compile after nativizing a Blueprint class containing it due to the macro expansion and comma inside the template spec between key and value t ...
When upgrading a project to 4.11, Sound Cues placed in the level with the 'Attenuation' override node no longer playback as expected. This issue was a bit weird when testing because the user report ...
The new auto-convex collision generated (V-HACD) will not work properly with some meshes to generate accurate collision. Using a rounded single piece mesh the accuracy setting will not work at all ...
When changing the name of the math expression node it will in turn change the expression. Trying to name the node results in the math being replaced with the new name. This also works in reverse. If ...
Linked test project contains already set up actor as described in steps to reproduce. Using a kinematic body on a root bone, setting all other bodies sleep family to Custom, and their custom sleep t ...