Consider an actor defined in C++ with "bIsSpatiallyLoaded" set to true (the default), and a derived blueprint that overrides "bIsSpatiallyLoaded" to false. Now consider an actor instance of that blu ...
When selecting an asset in a level instance that is being edited via LevelInstance/Edit, the silhouette of the object is visible through occluding nanite meshes. This has the effect of disabling th ...
See additional info URL: Decals have oddities in how depth is perceived. It seems we're sampling the left eye depth for the right eye. Decals in ISR are drawn view-by-view rather than being instance ...
When opening a Level from the Content Browser, the world gets initialized twice. This initialization process can be quite long, especially for big world using world partition. There doesn't seem to ...
When generating HLODs, it is possible for the generator to ignore material override settings. The generator will not respect the constants, and does not change them in the Material with a default se ...
The code in MovieSceneSkeletalAnimationSystem.cpp storages montage data on a per skeletal mesh component, per section basis. This (and a few other bits of logic) cause issues for external UDN user w ...
Changing the brush shape of an AVolume external actor dirties the level. ...
It was mentioned that the global invalidation should be toggled off during loading screen and subsequently restore the state after. A request was made for this dynamic behavior be part of the engin ...