DrawScale = Landscape->GetRootComponent()->GetRelativeScale3D(); ↓ DrawScale = Landscape->GetActorScale3D(); Changing as above will solve the problem. Output log displays this warning: LogPhysic ...
After staring a new, blank project, and adding a generic blueprint actor, the editor crashes after you add a "Get Landscape Material" Proxy to the event graph within the blueprint. ...
In a normal detail panel, each element has its own SDetailSingleItemRow and are mostly uniformly sized with some exceptions of having a few bigger rows (i.e. asset pickers). However, these layers ar ...
The editor crashes when attempting to draw a weight blended texture to the landscape if it hasnt been used on that landscape yet. This crash can be completely avoided if the stone texture is painted ...
This was reported in a UDN. Jeremy M. originally pointed out that the stepping looks to be caused by high res geometry sampling a low res heightmap. Additional observations:Loading the tile in w ...
Landscape splines are displaying their collision incorrectly. The collision is projected off the spline however this issue is purely visual. The collision itself still works as expected. This was t ...
The Editor crashes when attempting to convert a Landscape into a Blueprint Class. Looking back to //UE4/Release-4.24 cl 11590231, this option seems to be unselectable (see attached image), which lea ...
One of our licensees encountered this issue. Landscape normal is calculated differently on GPU vs CPU. See screenshot below: left is GPU (with Edit Layers enabled) and CPU (Layers disabled) [Image ...
If a landscape uses a material that has tessellation enabled. Then in Editor and PIE things render correctly. But in a cooked package we sometimes hit this check. check(!bCurrentRequiresAdjacencyI ...