This is the same issue found in [Link Removed]. Foliage will not act as an occluder as expected with painted foliage. [Image Removed] Also reproduced in Main CL-2689138 ...
The Z value of a trace hit will vary based on the Z value of the start/end points of the trace. The larger the start/end Z range, the larger the variance of Hit.Z values. ...
The filter in UContentBrowserClassDataSource::CompileFilter does not work because the enumerated class objects are FName without path, while the filter item is name with path. [Image Removed] ...
After finishing cloth painting, the ability to toggle Realtime Rendering in the viewport is greyed out. Additionally, the Disable Realtime Override button doesn't seem to have any effect. This probl ...
After a bit of investigation, the way to fix this would be to modify MergeMaskIntoAlpha to pass in the actual resolution scale and the requested size, and only mask the overlapping pixels. Currently ...
The leaking variable is UInstancedStaticMeshComponent::InstanceDataBuffers. The memory block is passed to InitPerInstanceRenderData() via InstanceDataBuffers.Release(). But the function doesn't mana ...
When using the Default Scene Root component in a blueprint with no additional components, the box extent of the Get Actor Bounds node is returning 128,128,128 instead of the expected 0,0,0. If you ...
When setting "draw at desired size" for a widget component to true, the "Draw size" will no longer respond to input. ...
The Ease Node when set to use the Function Ease In, Ease Out or Ease InOut the Blend Exp will reset to 2.0 on each editor reload. It will even break variable inputs to return to 2.0. Reproduced in ...
This bug removes foliage from a level when the Component Blueprint is compiled. Switching the Foliage type asset to another component will cause the issue to stop occurring. The Component Blueprint ...