This was reported in a UDN. Jeremy M. originally pointed out that the stepping looks to be caused by high res geometry sampling a low res heightmap. Additional observations:Loading the tile in w ...
After creating a Blueprint class and then creating a function inside the BP, then creating another BP that inherits from the parent BP and overriding the original function inside the new Class and t ...
A Parameterized Vector4 are being treated as Float3. This prevents users from being able to use Vector4s in an If node during runtime. This is seen as far back as //UE4/Release4.22 cl 8065155 so th ...
Changing a public variable which is setup in the construction script of an actor to set the actor's collision response type does not change the actor's collision response type. The response type rem ...
Workaround:The blueprint macro had a cast from the enum to an int and that was causing the issue, getting rid of the cast and just returning the enum and then changing all the places that were usin ...
On OS X, image frames output in PIE but crash occurs in standalone mode; The .wav file is written but is empty (the media player does not seem to go to the master submix correctly) and it seems to ...
FCoreDelegates::OnControllerConnectionChange works for wired connect/disconnect events as well as the wireless connect event, but wireless disconnect is not working. ...
Spawning an actor that contains an AtmosphericFogComponent results in a crash in a packaged build. It doesn't occur in PIE, or StandAlone. ...
User description: When I run two windowed standalone instances to test multiplayer, the unfocused window gets about 2-5 fps...but if I focus on it, smooth 120fps, yet the opposite screen is now onl ...
From the User Submission: I spent some time poking through the FComponentInstanceDataCache code and noticed that there is no component instance data saved/applied for'native' component types, so si ...