Macro Inputs and Outputs cannot use ECollisionEnabled Enum as a variable type. ECollisionChannel and ECollisionResponse are available. ...
A user has discovered that if the editor target cs file is located in an out of the ordinary directory, the dlls are built to the engine directory instead of the game directory. ...
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 ...
This has been around since public launch. The rotation widgets emissive material will cause trouble with the post processing and reflections in the scene. Especially troublesome if you with bloom an ...
When using a SpeedTree asset in a scene with a Reflection Capture actor the baked static shadow from an asset will be captured, even though the asset will not due to using the SpeedTree node in the ...
If using a Stationary directional lighting with object that have disabled dynamic shadow casting will lose their statically cast shadows when the dynamic lighting is in range. See attached image a ...
https://forums.unrealengine.com/showthread.php?61511-A-few-questions-in-regard-to-texture-compression-reflections-and-deployment&highlight=powervr This code was added back on 8/2013, changelist 178 ...
When naming a project ending with "Engine" whether there is a "_" or no space separating the name will result in a build error in VS. See attached image for error output. ...
When using a box or sphere reflection capture with a map that has level setup can result in the reflection capture losing any color values. The reflection will still show but now be block where when ...
See attached video for clear examples. When using the orthographic camera perspective with default light settings to stationary for directional light source. Other light sources work as intended. T ...