Movable Skylight with DFAO creates Dark Areas when Combined with Reflective Material

Rendering - Jun 9, 2016

A user on the AnswerHub pointed out that his reflections when using a Movable Skylight with Distance Field Ambient Occlusion produces black results when combined with a reflective material. I trace ...

Costs of Static Lights on Render Thread

Rendering - Jun 9, 2016

A Japanese developer's making a scene that has over 4000 static point lights. They thought the lights don't affect rendering in runtime. But they realized the RenderThread's costs become bigger. I ...

Material Compile Error [SM5]

Rendering - Jun 8, 2016

There is an material compile error when using a TexCoord node shared between two Texture samples. The user provided a number of ways to work around the issue, but this issue becomes more problemati ...

Widget stops updating during drag and drop operation after dragging

Tools - UMG - Jun 8, 2016

Widget stops updating during drag and drop operation after dragging, if the user is using set text. ...

Motion Blur Appears Exaggerated with Planar Reflection Actor in Level and Accurate Velocities Setting Enabled

Rendering - Jun 8, 2016

Motion blur seems exaggerated with a Planar Reflection Actor placed in the Level and the Support Accurate Velocities from Vertex Deformation setting enabled. I am assuming this is happening becaus ...

Components derived from scene component reset vector location upon closing and re-opening editor

Gameplay - Blueprint - Jun 7, 2016

Components derived from scene component reset vector location upon closing and re-opening editor. This does not happen to scene components or other child components within a blueprint. Regression ...

Crash While Compiling Blueprint in FBlueprintEditorUtils::RefreshExternalBlueprintDependencyNodes()

Gameplay - Blueprint - Jun 7, 2016

Having an actor blueprint (A) that contains an array variable of references to another actor (B) that is connected to a Length node and a Vector array that is connected to a ForEachLoop causes bluep ...

Get Class Defaults node disconnects output pins when project upgraded from 4.11 to 4.12

Gameplay - Blueprint - Jun 7, 2016

Upgrading a project from 4.11 to 4.12 causes Class Default nodes to disconnect their output pins from other nodes. If the node is reconnected and saved, it will disconnect again when the project is ...