Context ARecastNavMesh::FindDistanceToWall can be used to find the closest 'wall' on a nav mesh, given a queried position. A wall can be:any boundary towards the end of the nav mesh (outer rectangl ...
As per the steps to reproduce, Keep Simulation Changes will often only copy back the most recent property changed on a simulating Actor back to the version of the Actor in the Editor level. It is no ...
As per the steps to reproduce, the Substrate Add node only adds the first Substrate Slab's Emissive value when "Use Parameter Blending" is enabled. Leaving "Use Parameter Blending" unchecked on the ...
When the Cinematic Prestreaming plugin is used to generate and cache Virtual Texture Feedback requests, they work when played back in Unreal Editor. A Licensee has reported that they do not improve ...
A workaround was provided for the user, to use 'Set Attach End to Component' nodes during BeginPlay. While this fixes the issue in gameplay, the editor preview no longer syncs with gameplay. ...
A licensee has reported that they are unable to use an emissive material utilizing the SkyAtmosphereLightIlluminance material expression together with Nanite and Lumen. The linked UDN has some more ...
When using External Data Layers in conjunction with Game Feature Plugins and World Partition levels, removing a Game Feature Action or changing its type to "None" does not remove the associated Exte ...
It is possible for a class that implements IPreLoadScreen to leak memory if GetPreLoadScreenType returns EngineLoadingScreen and IsDone returns true before the engine signals loading is completed vi ...
The problem appears to occur when the distance from an edge is mixed with positive and negative values in VectorEPA function. The following workaround is suggested that uses absolute values of dista ...
There is a bug inside Unreal Editor when selecting "Browse to Asset" for a Packed Level Actor. Right clicking the Packed Level Actor, all the asset options appear. If you click the "Browse to Asse ...