The networking system has a max frame rate of 120hz by default. Inside UNetConnection::Tick it computes an estimated bandwidth by using that max frame rate, the engine's max frame rate, and the actu ...
https://udn.unrealengine.com/questions/600810/index.html Scale keys on additive anims behaves differently than other transform components. ...
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 ...
The ObjectScale node does not output the correct values in the material editor. This method works to tile images with a Surface Material Domain on a basic plane, but does not work when using it with ...
Merging actors with cast shadows disabled causes the merged actor to be unable to cast shadows at all. Toggling the Cast Shadows option does not resolve the issue. This is seen in //UE4/Release-4.2 ...
The EDeviceScreenOrientation landscape values appear to be inverted on iOS based on the comments in the code. i.e.EDeviceScreenOrientation::LandscapeRight // The orientation is landscape with the h ...
When two controllers connected, player2 input is disabled in full screen mode in PIE. This doesn't appear to be in focus. If seeing the any focusing widget, player1 focused on SViewport, but player ...
At some points the rotations will diverge briefly while the client and server attempt to rotate to the orientation direction by going different directions about the rotation axis. ...
Component transforms for player characters don't seem to be recorded in take recorder. ...
When editing the texture parameter of Material Isntacne using Editor Utility Widget, the old texture is linked with the SoftReference. When change the texture parameter in Material Instance Editor, ...