Context World Partition - Hierarchical Level of Detail (HLOD) system uses custom HLOD Layers to organize large amounts of Static Mesh Actors and generate a single proxy mesh and Material. Problem T ...
Shaders that compare custom depth and pixel depth get wrong output values because the ranges are different. This error is most noticeable over large distances. The difference in ranges is due to t ...
Lightmap sizes seem inconsistent after rotating a light source and rebuilding the lighting. This causes concern about file sizes when packaging the project that is using baked static lighting. The ...
Creating an exposed variable does not always update correctly to the bp's Details panel. They will show as having multiple values until the bp is clicked off and back onto. ...
The Add node does not update in the Construction Script. Reproduced in 4.7.1 binary and Main (//depot/UE4/Promotable-CL-2455917) ...
Issue seems to be related to NpRigidDynamic::setKinematicTarget. When called by itself (like in the case of Kinematic bodies moved without teleportation), the simulated actor is woken and is put ba ...
See attached video for clear examples. When using the orthographic camera perspective with default light settings to stationary for directional light source. Other light sources work as intended. T ...
Looks like there's a missing if/else pair in BodyInstance.cpp ...
Particle record feature in the matinee seems not properly working in the Editor. When trying to play in the matinee with recorded keys, the Engine will crash with Access violation - code c0000005. ...