For instances that are not a dedicated client or dedicated server (e.g. packaged games with TargetType "Game"), GIsClient will be true, but GIsServer will be false. This leads to objects that retur ...
Changes to the hit test grid of an invalidation panel while caching is disabled won't be respected when caching is reenabled. This can cause interactive widgets such as buttons who were set to colla ...
There are options on both landscapes and HLOD layers that when enabled, performs the culling of invisible HLOD vertices (parts of HLOD meshes ending up below the terrain). The option works fine w ...
The ResavePackages commandlet can be used to batch resave assets. The ResaveClass and IncludeChildClasses options let one resave all assets of a specific parent class. The problem is that blueprint ...
Ambient Light on Volumetric Clouds from Sky Atmosphere always is calculated as if the clouds are at the north pole of the planet. Using a sphere-shaped Sky Atmosphere and Volumetric Clouds causes t ...
The texture parameters on material instances applied to post process volumes do not respect the priority order of the post process volume, and are in fact inverted relative to the priority of other ...
Every time AWorldDataLayers::CreateDataLayer is called, UDataLayerManager::ResolveActorDescContainersDataLayers() gets called and iterates on all actordescs of the world.When creating multiple data l ...
When adding late joining clients, the engine checks the originally requested EPlaySessionWorldType, rather than checking whether or not the session is currently simulating or not. This means if the ...
I am doing some runtime manipulation of data layers and I am running into a check failure due to a zero guid in FLevelInstanceActorGuid::GetGuid during multiplayer testing. When I debug FLevelInsta ...
When Vertex Animated Texture is used to animate a mesh with World Position Offset, often the Max World Position Offset Displacement Material setting must be increased or the Bounds Scale increased, ...