This is a sRGB color space issue. Potential solution: Use regular texture import instead of FImageUtils::ImportFileAsTexture2D in ThumbnailGenerator::GenerateThumbnailFromFile ...
This appears to also occur on meshes that aren't set to Enable Nanite at all. [Image Removed] ...
If exiting the editor before the EditorUtilityTask completes, it crashes. It will not crash if canceling the UtilityTask and then exit the editor. The following implementation does not allow destruc ...
This appears to be from an interaction between the Depth Fade Expression, clip() in a Custom Expression, WPO being enabled, and the fact that the pass that draws objects for the editor outline runs ...
The DumpShaderStats console command doesn't output any shader stats because the code to calculate that information in DumpShaderStats (Shader.cpp) is commented out https://github.com/EpicGames/Unrea ...
From a UDN, they also mentioned: Update: I added CommonUI to the test project to try the "Consume pointer input" setting. It behaves the same way as our custom input blocking widget in that the in ...
When using the "Reload" asset action on a String Table asset, any Text variables that reference the string table would break and say "<MISSING STRING TABLE ENTRY>". ...