Destroying an AI Controller does not seem to remove it from the world. The controller will still remain in the World Outliner even after Destroy is called. Attempting to get the AI Controller after ...
When reverting to default material in the static mesh editor causes this static mesh warning:LogStaticMesh:Warning: Main thread blocked for 0.414s for async distance field build of Cube to complete! ...
When forward shading is enabled sphere reflection actors seem to disregard their influence radius. This seems to cause issues with effecting meshes that should be outside their radius. ...
I'm at a loss for what is going on here. This was observered while working through the first 2 steps of UEQAT-2780 (JumpTest.PNG shows those steps). This works in 4.15.2, but not in 4.16. If you cha ...
"Root Motion from Everything" AnimBP breaks on client side ...
The licensee is stating that static mesh elements are always drawn as occluders. In FStaticMeshSceneProxy::GetMeshElement, the mesh batch doesn't seem to be taking in the bUseAsOccluder flag value. ...
Content only (blueprint) projects are able to compile for Linux from Windows using a binary engine from the Lanucher. When a plugin is added to an engine for use across multiple projects, including ...
Blueprint config variables in Game Instance classes do not appear to be set properly. This is unexpected behavior, as setting up a config variable in a native C++ Game Instance class works as expect ...
Construction script not updating HISM array count, even when new elements are adding inside of the level. Regression: Issue occurs in 4.15.1 of the binary build Using the same repro steps provid ...
(User provided info) Crash (check fail critical error) if you try to load a UTexture's data (eg UpdateResource() or PlatformData .. Mip .. Lock/GetCopy) inside a PostLoad of anything during an Open ...