User comments:when i buld light on preview it build light 100% after that when system showing 43% or more after building light engine crash every time, pls help me... thanksDuplicating three Spher ...
Oculus CheckIfPointWithinPlayArea function returns incorrect results, always reporting true whether or not the hand is inside the play area or not. The distance and closest point also seem incorrec ...
No comments from user A couple additional crash groups: [Link Removed] [Link Removed] ...
When instanced stereo is enabled instanced static mesh components with multiple material channels will only render in the right eye ...
A user has pointed out that code in AssetMappingTable.cpp and AnimationAsset.cpp are using the StaticClass() method on pointers. Because StaticClass is a static method, it relies on name hiding to ...
Comments from users:I was simply syncing my project with the git repository at the end of it, it crashed with this errorperforce resync ...
The current list of allowed and excluded shader types supplied to the ShouldCache function by FLandscapeMaterialResource includes entries shared in both lists and one entry with trailing whitespace, ...
In the attached project, collision tracing is performed for StaticMesh of SimpleCollision and StaticMesh of ComplexCollision at the level. Trace is done from sphere trace from BP. At this time, trac ...
The MRMeshComponent is a derived component class that should have a call to Super being made, yet there isn't one. ...
Currently, "Clear Color" of TextureRenderTarget2D has not been published to the editor. However, there is a request to control ClearColor to use RT as mask in UMG. So, I suggested that it should be ...