In the event graph of a newly created Blueprint, in the "All Actions for this Blueprint" window brought up by right clicking the grid, the window will close by pressing "X" in the text field, instea ...
If a hierarchical instanced static mesh has LODs and is scaled in a blueprint, the mesh will rapidly switch between LODs, causing a flickering effect. Note: This only seems to occur if the camera ...
Setting the values for Fringe Saturation within the Post Process Volume does not seem to have any visual change. The documentation suggests that changing the Fringe Saturation will either increase ...
While testing another fix I noticed HISM LOD transitions are not working in Main or 4.9 branch. There is no screen-door effect and multiple LODs seem to be rendering simultaneously compared to 4.8. ...
In GameInstance.cpp when the Navigation System is created it calls... UNavigationSystem::InitializeForWorld This in turn ends up calling... GatherNavigationBounds(); This goes through all ...
Contrary to the linked UDN question, this doesn't seem to require the actor to be replicated. The problem is that when UWorld::DuplicateWorldForPIE is called for a PIE client instance's persistent ...
Typing Special Characters using US-International-PC keyboard in MacOS:10.10.4 causes the editor to crash. ...
Using a single line comment to immediately follow a multi-line comment closing brace results in an illegible compile errors: "error code: CrashOrAssert(3)" Workaround: Include a space between */ an ...
If a multi-line comment is made in a header file using the format /*/ at the beginning and ending of the comment, UHT will fail to compile the project and will display the following errors: 1> C:/ ...
If an input binding is renamed and the editor closed and re-opened, the input binding will revert to it's original name. ...