The UDN has a possible fix for this issue in the Component Type Registry You can use the following as a test C++ class: #pragma once #include "CoreMinimal.h" #include "Components/ActorComp ...
Indirect Lighting Cache is causing the Indirect Lighting for Skeletal Meshes to flicker. I have attempted both ILCQ Volume and Point cache qualities, and it seems Point produces the most exaggerate ...
UObjects returned from "Get Item Children" in a TreeView widget causes an engine crash, due to invalid pointers. User has proposed the following fix: The best fix is probably such: When Slate list ...
Contact Shadows have more shadowing errors with lower to mid values than in 4.13 release when the feature was still considered experimental. Even low Contact Shadow Length value is causing issues. ...
Planar Reflections only work with a single surface or limited surfaces when it's a single mesh vs multiple meshes making up the piece. Attached is a sample project that will show the issue. Level ...
The Heightfield from DFAO when playing in Standalone or a packaged game has darkened shadow artifacts for the level. Workaround: Use r.AOGlobalDistanceField 0 to disable the Global Distance Field. ...
When we do the refactor for MeshDescription we miss the staticmesh reduction project settings option and change only the quadric reduction. There are two possible fixes for this issue: 1. Implemen ...
Found on: //UE4/Dev-VR CL-2967563 About 1/6th of the time I'd start a -game instance and go in to stereo on the OSVR, the game would seemingly just close itself. I say close as opposed to crash, si ...
Context Sensitive searches in Widget Blueprints is not working as expected in 5.1. I was able to reproduce this 4/4 times in 5.1, and confirmed that this issue is a regression as the search works as ...
The Blueprint_Effect_Explosion Actor's Root Component in the Starter Content is in some form of invalid state. It reports to have a scale of (1.0, 1.0, 1.0) in the details panel but further behaviou ...