When opening the Stack-O-Bot project in 5.0 Preview 1, the project has a rendering issue where bright shimmering lights appear all around the screen. I discovered that this is due to the PostProcess ...
When UPrimitiveComponent::CreateDynamicMaterialInstance is called on a skinned mesh, and the input material is invalid, we call USkinnedMeshComponent::GetMaterial to get the base material on the exi ...
I set the Forced LOD Model on the mesh component > 1, then tried to export, this is what causes the crash. Here is my suggested fix, we just don't use Git or I'd do a PR: In the else() branch of FF ...
Particle emitter Depth Fade node isn't accurate on iOS. When set to a normal value (around 100) it will fade out at about 65,000 units away from the particle. Licensee Description: we use a partic ...
There is an odd issue occurring when the world origin is changed, changing the world origin causes the foliage to cull in unexpectred ways. The issue can be solved by using the console command "r.Al ...
When using the camera actor and modifying the rotation values, the values made in the print string do not seem to match the actual values of the camera's rotation. The values appear to be close, but ...
Enabling the Online Framework Plugin in a Binary build of the editor (download from the Epic Games Launcher) causes packaging attempts to fail due to a file that is missing. This does not occur in s ...
When using Weld Simulated Bodies enabled AttachToComponent func, the child Primitive Component's BodyIstance ActorHandle is released. As a result, in BodyInstance.cpp, the judgment of FPhysicsComman ...
This is affected by loading order. In the case, display mesh was loaded firstly and try to build collision mesh form complex collision mesh asset. But the collision mesh didn't finished to make Ren ...
Actor.h has a large comment that describes the entire lifecycle of Actors, which was written for the API website (https://docs.unrealengine.com/en-US/API/Runtime/Engine/GameFramework/AActor/index.ht ...