It appears two shadows are created when building static lighting for Landscapes. One seems to be offset while the other is accurate to the angle of the light source. I tested this in 4.9.2, 4.10.4, ...
There is no set function for the vertical alignment variable in TextRenderComponent.h meaning the variable must be set directly. This is inconsistent since there is the SetHorizontalAlignment() fun ...
When an actor is attached by the root to a bone of a skeletal mesh through the use of the "AttachToComponent" function in code, it will not follow animations when being recorded by the Sequencer Rec ...
The editor crashes when testing an animation that has an audio track containing a wave sound. ...
When adding a PhysicsConstraintComponent to a class, it can be properly edited in the Blueprint editor. However, if trying to manipulate it via the instance editor, it is "locked down" ...
Attempting to load dlc assets with RequestAsyncLoad function results in the assets not being recognized. ...
'Emissive for Static Lighting' discarded when restarting or re-opening a project. I discovered this issue while testing [Link Removed]. This issue does not occur in the binary 4.11 release so I hav ...
When painting Vertex Colors on a mesh, and enabling the 'Emissive for Static Lighting' option, the painted colors are not passed to surfaces receiving the emissive static lighting. The regular emis ...
In ShooterGame, the thumbnail for the HeroTPP_AimOffsets blendspace asset has a distorted mesh. When the asset is opened in Persona, the mesh is fine. I haven't seen this issue with other blendspa ...
Error message: Access violation - code c0000005 (first/second chance not available) Source Context: 224 225 hr = Graph->AddFilter(CaptureFilter, L"Capture"); 226 if ...