"-precompile" is used to precompile the engine into static libs (primarily for Rocket). According to BenM, recently modules have been made to opt-out rather than opt-in for this feature (because the ...
When you have a multi-material mesh assigned to a blueprint in which one of the material elements is set to a Dynamic Material via the Construction Script, you lose the ability to set teh other elem ...
Setting the base class dropdown of an Object Library to Actor prevents you from being able to add any actors to the library. This occurs even when the Has Blueprint Classes bool is checked. Found ...
Initializing and setting Physics Constrained in the Construction Script doesn't work in PIE Could be related directly too: https://jira.ol.epicgames.net/browse/UE-7878 User description: However, ...
When you place a substantially long Sound Cue/Wave in an Empty Group of a Matinee and set the Matinee to play on level load then on a key press pause the matinee and play the matinee, the sound grou ...
When importing an asset that is using the naming convention for SkinXX to order material elements does not work properly when the elements are not sequential. Any material that is not in sequential ...
When triggering overlap events with a Static Mesh using Complex Collision as Simple, the overlap Begin and End events will be triggered rapidly in sequence. Changing to Default collision will fix t ...
Setting the Runtime Generation on the Recast Nav Mesh to a different preset than what is set in the Project Settings causes an error to appear upon trying to package the project, and causes the pack ...
High priority item: "Hi guys, I was looking to a GPU capture of our foliage and all draws were set with the KILL_ENABLE register enabled. This register force off Early Z rejection since the GPU ha ...
Debug information from blueprint visual loggers (log text, loglocation, logboxshape) do not print to either the message log or output log. This can be problematic as the visual debugger specifically ...