While testing the 'Shot' command for a user on the AnswerHub, I discovered the reason for the incorrect resolutions of his screenshots, was due to the fact the 'Standalone' window resolution set wit ...
It seems that Particle CPU cost highly increase at second "show" of a streaming level. The Licensee's team sent a sample to reproduce this problem. So I put the project and wrote how to reproduce on ...
BSPs will be built with light/shadow extrapolated even if they are placed in a hidden sub_level of the project at the time of building. Also Tested in 4.10.4, 4.11 Preview 6 and Dev-Editor-CL-28772 ...
Event Dispatchers do not update event references when renamed if the green "+" is used to add the event in the Details Pane of an actor component. Note: Event Dispatchers appear to rename normally ...
A user has reported a crash when attempting to use the 'Spawn Actor' node within his level blueprint. I was able to follow the repro steps provided in the original answerhub post and get the crash ...
When attempting to dynamically set the collision of a Spline Mesh component, the collision settings are not kept in a packaged game. Found in 4.10.4. Reproduced in 4.11 Preview 6 and Main CL 28772 ...
The character blueprint is in Content/Sarlack/Characters/SC_BaseCharacter.uasset. This blueprint is a child of a C++ file. Note from the person who sent me the project: "The skeletal meshes I am us ...
Code / blueprint script for game mode login functions executes before the game mode begin play function. ...
When using an InterpToMovement component in a blueprint with the "Auto Update Tick Registration" and "Auto Register Updated Component" options unchecked, PIE will result in a crash. Found in 4.10. ...
Setting Layer Partitioning or Region Chunk Splits to ChunkyMonotone causes hitching in movement and navigation. The player will get caught on level geometry and temporarily halt or jitter in movemen ...