DrawScale = Landscape->GetRootComponent()->GetRelativeScale3D(); ↓ DrawScale = Landscape->GetActorScale3D(); Changing as above will solve the problem. Output log displays this warning: LogPhysic ...
If you place a deferred decal in the world and then set the view mode of the viewport to "Shader Complexity", the decal doesn't affect the complexity value. ...
Nanite Meshes are visible inside the view when using Texture Streaming Accuracy Viewmodes, they are not recoloured This includes all of the Optimization Viewmodes under Texture Streaming Accuracy:P ...
The ObjectScale node does not output the correct values in the material editor. This method works to tile images with a Surface Material Domain on a basic plane, but does not work when using it with ...
Merging actors with cast shadows disabled causes the merged actor to be unable to cast shadows at all. Toggling the Cast Shadows option does not resolve the issue. This is seen in //UE4/Release-4.2 ...
Consider this function in StaticMeshRender.cpp. FStaticMeshSceneProxy::GetDynamicMeshElements Now look for this line in the function: if(bDrawComplexWireframeCollision || (bInCollisionView && bDr ...
7054614 was submitted to fix an issue with not being able to modify physics properties on instanced blueprints child components. This is related to [Link Removed]. This change causes BodyInstance t ...
The EDeviceScreenOrientation landscape values appear to be inverted on iOS based on the comments in the code. i.e.EDeviceScreenOrientation::LandscapeRight // The orientation is landscape with the h ...
Licensee reports it's not possible to use the dynamic framework used by the latest release of the iOS version BugFender - [Link Removed] Licensee bug report: : https://github.com/bugfender/Bugfende ...