If you run with -rdgimmediate -onethread you can get the callstack that indicates that MRQ is still attempting to allocate the full sized texture and not the individual tile size. ...
There is a clear difference in color saturation for the nav mesh debug material between when lit by a light with low lux values (6) and when lit with high lux values (1000) and eye adaption is enabl ...
When using Mesh Painting on nanite meshes in 5.5 with 'r.VT.SplitPhysicalPoolSize' set to non-zero values (e.g. 16, 64), several issues occur, such as: 1. Painting doesn't update in real time (only ...
When the scale of an actor is set to 0 in either X, Y or Z any overlap events will fail to trigger overlap events. ...
If a user removes a wall or box from the top down project base level, the navmesh will not update appropriately, creating a wall that the user will not be able to pass on PIE. Additional Note: Thi ...
Duplicating a Timeline from the MyBlueprint tab (instead of duplicating it in the Graph) creates a Timeline variable with no actual Timeline to edit. It is only possible to Set or Get this variable. ...
Duplicating a level duplicates any Child Actor components of Blueprint Actors in the original level. Reproduced in 4.8.3 binary and Main (//depot/UE4/Promotable-CL-2635815) ...
TGA files do not have an image icon like the JPG files do in the Slate Dialogs in Linux. ...
Having an actor blueprint (A) that contains an array variable of references to another actor (B) that is connected to a Length node and a Vector array that is connected to a ForEachLoop causes bluep ...
Simulating your level and then attempting to use the Keep Simulation Changes option on an actor that has simulated physics gives the No Properties Copied error. Occurs in 4.9.2 binary and Main CL ...