Ideally we would render the LUT once then cache the result as we typically keep the render targets around either way. Investigate the work required for this or reasons why it's not a possible approa ...
If the "Pick Parent Class" window loses focus, the select button will not be available for the previously selected option ...
When using the Make Material Attributes and landscape layer blends, if an Emissive input is being utilized on any one layer, the other layers must also utilize the emissive input in order for it to ...
Indirect Lighting Cache is causing the Indirect Lighting for Skeletal Meshes to flicker. I have attempted both ILCQ Volume and Point cache qualities, and it seems Point produces the most exaggerate ...
The option 'Affects Translucent Lighting' for lights does not seem to have an affect objects/materials using translucency. I tested this setting in the Deferred Renderer and it works as expected. I ...
Make/Break settings in structs always returning true with booleans. ...
When working within a collapsed graph, the Local Variables section of the Blueprint tab displays the name of the collapsed graph instead of the name of the function the Local Variables (and collapse ...
Crash when naming a C++ project "LandScapeEditor" We should prevent projects from being created that have the same name as existing modules and then show this as a nice warning. New crash logs att ...
Particles set to PSA_Velocity don't seem to orient towards an orthographic camera. This causes them to not be visible at certain view angles. NOTE This issue only appears if the particle system isn ...
Mouse is not captured by default in PIE for the last client window created. The last client does not capture the mouse automatically. This issue is similar to [Link Removed], however it appears to b ...