Hair Materials do not react to Light Functions in the same way as other Materials. There is a visual difference between a Directional Light at 1 lux with no Light Function and a Directional Light at ...
When adding a new C++ class to a project via the editor's interface, Visual Studio is opened but it ends up opening more than is necessary. Firstly, Visual Studio is opened without focus on the two ...
This is a trending crash in 4.18.0. One case of this callstack occurred in 4.17.1, but then numerous have occurred in 4.18. Users have not provided any descriptions of their actions when the crash ...
Calling SetActorLabel causes an actor's components to return to default states when called from a client accessing a listen server outside of main editor process. Note: User posted code linked to ...
This is a common and longstanding community crash on Mac. Users have not provided descriptions when they crash, so additional information is currently not available. A log file is attached. Call ...
The scale of the component does not reach negative values like the instance of the object. However, the user is able to enter a negative number and the object correctly reflects that entered number. ...
This issue was originally reported specifically for Destructibles, but it appears to affect Skeletal Meshes, and static meshes when selected. When "Render in Main Pass" has been disabled skeletal an ...
libtinfo.so.5 => /lib/x86_64-linux-gnu/libtinfo.so.5 (0x00007fc27cf4d000) bschaefer@bschaefer-Precision-T7600:bin$ ldd ./clang linux-vdso.so.1 => (0x00007ffceefe3000) libpthread.so.0 => /lib/ ...
Assets added to a PSD via a Branch In notify can't have their flags changed within the database. When the flags (like mirror, disable, etc) are changed, they revert back to the original value when ...
A UDN user found that calling AbilitySystemComponent->RemoveReplicatedLooseGameplayTag(TagToRemove); while the gameplay tag was not in the TagMap, will create an entry for it with count 0, see ...