I believe I had the "force all skinned meshes to recompute tangents (also forces Compute SkinCache)" turned on for a verification at one point, and left it on. I have experienced some ensures and ot ...
I noticed that the copy and pasted section of the level was being painted while I was painting a nearby section of the level. This weird yellow color appeared and I undid and redid the paint to make ...
When using a flight stick as a raw input device, GenericUSBController Button # blueprint events will sometimes not be registered when clicked. In local testing, this occurred roughly once for every ...
When a material is utilizing emissive color, separate translucency, and the project is using MSAA the material will give off intense bloom to the point of flashing the screen. [UPDATE] After addit ...
This crash seems to be related to or a continuation of [Link Removed], where that specific CrashGroup stopped receiving new crashes after the 4.10 release. This one has occurred from 4.13 - 4.15 (s ...
It appears that particle components don't update their bounds correctly when they are moved in a scene. If a particle emitter isn't currently visible at the start of the game it will remain culled. ...
Setting Simulate Physics on a non-root component in a replicated actor is causing the static mesh component to be offset on the client. ...
High quality particle lights won't behave as expected under these conditions.A particle system component has its relative location offset in blueprintThe particle system is using local spaceThe ligh ...
Ribbon type particles seem to crash the engine if they enter a killbox. This reproduces 8/10 times on the first attempt, you may need to play with the kill box placement (left corner and right corne ...
Meshes that have a material with a DistanceToNearestSurface node applied can not be selected in the viewport. They have to be selected in the world outliner, and even then they don't have an outline ...