UParticleModuleRequired::PostEditChangeProperty use "AlphaThreshold > 0". So, if AlphaThreshold = 0, particlecutout don't work. ...
Note: I looked for a similar or related bug but could not find one. Sorry if it's here and buried. Subsurface Profile materials render differently in the Material Editor Preview pane than they do a ...
After duplicating a destructible mesh in the level, in the Details panel for the duplicate, the Destructible Mesh setting will be listed as "None" rather than carrying over the mesh set in the origi ...
Blueprint SkelMesh Component > Anim Class does not handle identical AnimBP names. Some background is that the identically named ABP was retargeted to the Headless mannequin in this project. Workar ...
Attempting to destroy an actor via a repnotify after seamless travel is causing the actor to fail to be destroyed because of a pending kill warning: [2016.12.15-19.10.13:936][574]LogNetPackageMap:W ...
When you have a mesh whose origin is distant enough that it places the mesh itself outside the skydome in the Static Mesh Editor Viewport, you cannot toggle "F" to focus on the mesh, thus making it ...
World Composition is set up to actively manage when levels are loaded and unloaded. However, using this in network applications can cause clients to load levels instead of the server (if a client wa ...
UWheeledVehicleComponent calculates the Suspension settings only when the physics state is first created. When CoM is set through the editor, the vehicle is constructed with the appropriate offset ...
Auto Reimport source paths can cause a crash with the editor. I couldn't narrow down in my limited testing what would cause the crash vs what would not with these file paths. The one in my attached ...
Bone Hierarchy not updated when reimporting skeletal mesh. Now, I get that updating the skeleton hierarchy could be disastrous if you had another mesh using the same skeleton and that it'd be reall ...