Certain interactions between a Rect Light with a Light Function and a Post-Process volume lead to a check() when compiling a Ray Tracing PSO for tracing lights. This check() only happens when shader ...
When a Sandbox Visitor checks a directory and it doesn't exist, it returns true on Windows and false on other platforms. The code that uses the result of this check, IterateDirectory, doesn't conti ...
Foliage/hierarchical instanced static mesh components have issues with culling when their material's "Max World Position Offset Displacement" value is a higher amount, e.g. 100.0. ...
UE allows actors to be attached to other actors. More precisely, it allows the root component of an actor (child) to be attached to any component of another actor (parent). From now on, "parent" and ...
GPU Lightmass does not support bounce lighting from landscapes, but CPU Lightmass does. ...
Class "FBlueprintEditor" has several inline getter methods as part of its public API (e.g. GetPreviewActor() and GetPreviewScene()). However, even though they are public, those methods are inaccessi ...
In the Blueprint Editor, Primitive Components can be configured to respond to Lighting Channels 0, 1, and/or 2. However, if channel 0 is disabled (even with another one enabled), the Preview Actor's ...
Consider a static mesh set to use complex-as-simple collision, and a convex collision component, starting to overlap each other. When only the Collision Component moves, its collision with the stat ...
When you add a level with stationary lights to another level as a sublevel they will show a first error icon on the lights. Once you close the project or refresh the level this icon is shown as nor ...