I’ll post some bugs with workarounds here.
Because even though Epic doesn’t care, google and other search engines do, yet there’s no solutions in there, so I had to remind myself how to debug.
Not using the official bug tracker because I feel epic doesn’t care and also it’s locked from search engines, so screw. Feel free to repost it there, so may be Epic will fix it in about ten years.
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Editor crash in attempt to render a map with baked lighting on tessellated object.
Workaround: don’t use flat tessellation, use pn triangles mode only. -
Static lighting flicker like crazy on distant tessellated surfaces.
Workaround: enable “render customdepth pass”.
¯\_(ツ)_/¯ -
Animation → is playing just doesn’t work for skeletal mesh attached to another. It can stuck true and it can return false prematurely.
Workaround: just don’t use it, instead use delays and set variable flags if you need. -
Using Async Load Primary Asset → Loaded with intent to switch to a loaded map only works for the first time it is loaded, other times it can return any other asset you have ever loaded.
Workaround: don’t use Loaded, manually define map url and use it instead. -
r.Shadow.RadiusThreshold doesn’t work if used in the editor, but does if used in the preview or set via blueprint command.