BSPs will be built with light/shadow extrapolated even if they are placed in a hidden sub_level of the project at the time of building. Also Tested in 4.10.4, 4.11 Preview 6 and Dev-Editor-CL-28772 ...
2 GB/hr Memory Leak on maps with no Sky Sphere or Atmospheric Fog to occlude empty space. The leak also occurs during general usage, but was tested with a blank project and an absolutely blank leve ...
Save On Compile options in the Compile dropdown menu are grayed out in the Level Blueprint. If Save On Compile is not an option for the Level BP, it might be helpful to have a separate tooltip expla ...
A blueprint with an Actor Reference will reset to a None value on compile or stopping PIE User Description: We have come across a bug with the editor regarding setting direct references to child a ...
When debugging a blueprint using breakpoints, if you click the Resume button while you have Get World Delta Seconds running on tick, it will always return a maximum clamped value of .4 seconds (or l ...
With a Bokeh DOF setup that essentially places the Near Transition Region into a Negative Space (or non-existence) the FPS drops dramatically from out of focus region to in focus region. In Focal R ...
When building the source for the engine in Visual Studio 2015, if bDebugBuildsActuallyUseDebugCRT is set to true and the build configuration is Debug Editor, the build will fail. Full output log fr ...
When converting a project to a different version of the engine, the GenerateProjectFiles.command process is not ran as it would be on Windows with GenerateProjectFiles.bat. This can cause issues, es ...
When placed in a vertex shader portion of a material the Object Position calculates correctly for each instance of a instance static mesh. In the same setup, Object Orientation calculates only the ...
When a player pawn overlaps a foliage/instanced mesh component, it triggers repeated begin/end overlap events on the foliage actor even when the player barely moves. ...