When using a runtime virtual texture with a resolution of greater than 2^24 we can start to see a lack of precision in sampling when the sampling UVs get closer to 1. To see this we need to be usin ...
Nanite enabled Foliage stays visible when Foliage is set to Hide All. ...
An assertion occurs when creating a New Level from the Levels window while it is pinned to the side bar. ...
Data layers still contain references to external actors when they are deleted. ...
Actor Foliage can't be added to Foliage Paint or Single with World Partition maps. ...
The following cook error results from attempting to package a WP map that has level instances using level BPs: LogCook: Error: PackageSplitter found the Generator package still in memory after it ...
In FEditorFileUtils::SaveCurrentLevel, we set the default return code as true (success) before checking validity of the current level or seeing if PromptToCheckoutLevels is successful. If we're unab ...
As a follow up on this: https://udn.unrealengine.com/s/question/0D54z00006yxUdXCAU/vertexinterpolators-problem VertexInterpolators are added to the HLSL code even if unused and you demand the HLSL ...
cf. https://forums.unrealengine.com/t/texture-problem-with-c4d-import-datasmith/272840 ...