When trying to delete a Blueprint from a level, if the Blueprint contains a reference to itself, and that is the only reference to that particular Blueprint, a warning will be displayed saying that ...
Cascade Particles with Module Collision do not behave correctly (die) when colliding with plane in map QA-Effects example 1.2. I've included a gif showing the issue [Link Removed]. The quality isn ...
So it looks like the artifact is definitely related to whether sss checkboard is enabled, but I can't reproduce it if enabling checkboard right after open the map, I mean it has to be reproduced aft ...
If the user moves the RecastNavMesh actor in the level, the navmesh will be offset each time they change a Display setting in the Details panel. ...
UPDATED DESCRIPTION When enabling Cast Modulated Shadows on a Directional Light and using Mobile MSAA on Android OpenGL ES 2, shadows from the Directional Light do not render when dynamic objects ar ...
We can't prevent code after the stop from being run until the end of the frame, but we should be able to prevent it from actually stopping at those breakpoints if a stop was requested previously. I ...
Running the stat GPU command causes the editor to hitch for a period of time. ...
Setting an instance of an asset in a level to "Is Editor Only" will cause the asset to not be present in the level in a packaged game, but the asset is still included in the cooked content for the g ...
We currently have two methods of fixing up redirectors: the ResavePackages commandlet and the Fix Up option within the editor. While the editor's option correctly handles collections via FAssetFixUp ...