When using distance fields with instance meshes from the foliage tool everything works correctly, however, when simulating or PIE the distance fields will be removed. This working correctly in 4.7.5 ...
Bug report from AnswerHub. Need to figure out why C++ functions tagged NetMulticast and BlueprintCallable send the wrong paramters to some clients. ...
Skeletal meshes do not respect collision changes from World Dynamic, always returns as Dynamic. Regression (no) issue (does) occur in 4.12.5 ...
Here's a quick chart showing the current multiplicative pyramid style scaling that's occurring.Import ScalingLOD0LOD1LOD2LOD32.0248160.50.50.250.1250.06255.0525125625 ...
While we suggest using screenpercentage at 25%, it is visible at higher percentages. Video showing the flickering:https://udn.unrealengine.com/s/contentdocument/0694z00000Qw4jPAAR ...
In FReplayHelper::ReplicateActor, we check Connection->ClientHasInitializedLevel(Actor->GetLevel()) to see if the actor should create a channel or not. However, the DemoNetConnection does not have a ...
If you request a SmartObject slot entrance location and require it to be navigable, it will return a result that does not include the node ref of the nav poly for the entrance to the slot. Instead i ...
If the user turns down the Resolution scale, plays in editor, and then ejects from the currently controlled pawn The actors in the scene will be hard to click on because they appear to be offset fro ...
Thumbstick values reset once max value is reached. Tested with Rift WMR Plugin off - Works normally Oculus Plugin off (Running through Steam VR) - Only X values reset. Confirmed in Packaged proj ...