When using the foliage tool with any mesh that has a LOD the lightmap generates artifacts for the instance. The base LOD will have correct looking lightmaps, however when pulling back and seeing the ...
When using split screen multiplayer the second or more players that are added for split screen will have their characters shadows occluded when the bounds are not within view of player 1. Setting ...
In ES3.1 preview, Landscape will render default material if change landscape material by using material instance of landscape's material. Will render correct if using another material's instance ...
Multiple users are reporting crashes in the Engine when using an AMD R9 380 and 390 series cards. There was a request to have these cards added to compat lab for testing, but have not heard any upd ...
Crash occurs when Forward Shading is enabled in Forward Rendering Options User noted that if "Support Stationary Skylight" in Project Settings > Rendering > Shader Permutation Reduction is disabled ...
Create a blueprint based on actor, give it a SceneComponent named ExampleComp (BP_TestActor) - this should be the blueprints only componentCreate a new level (TestMap), place an instance of the bluepr ...
When an Niagara Parameter Collection (NPC) is selected as the parent Collection for an NPC Instance (NPCI), all of its current parameters are carried over to the NPCI with their current values as th ...
Calling SetActorLabel causes an actor's components to return to default states when called from a client accessing a listen server outside of main editor process. Note: User posted code linked to ...
libtinfo.so.5 => /lib/x86_64-linux-gnu/libtinfo.so.5 (0x00007fc27cf4d000) bschaefer@bschaefer-Precision-T7600:bin$ ldd ./clang linux-vdso.so.1 => (0x00007ffceefe3000) libpthread.so.0 => /lib/ ...
The built-in class "UMaterialEditingLibrary" provides various editor scripting functions related to creating and editing materials and material instances. One of these functions, UMaterialEditingLib ...