A Sequence with Override Instance Data enabled and a SubShot will accumulate the TransformOrigin Location wrongly and overshoot the expected end position. The licensee has encountered a particular s ...
Light functions do not work as intended with volumetric fog when using clamped mask textures which are not compatible with the light function atlas. In light functions materials, when using any UV ...
Materials with "Used With Hair Strands" enabled will cause Skeletal Meshes to draw twice in the Base Pass. ...
The Relink button is missing (as are the Save Sibling and Save Child buttons) on Material Instances that use Material Attributes Layers in 5.5. ...
Translucent materials do not receive specular highlights and reflections from Ambient Cubemaps set in Post-Process settings. There is a pass"InjectTranslucencyLightingVolumeAmbientCubemap" that sho ...
When using an "FSceneRenderer::CustomRenderPasses", the View never has Distance Field textures assigned. Can it instead reuse the Distance Field clipmap from the main view? ...
Flickering shadow artifacts can be seen with translucent mateirals with "Cast Dynamic Shadows As Masked" enabled. Please note that the artifacts disappear when switching from virtual shadow maps to ...
Moving a saved duplicate of an OpenWorld level crashes the Editor. The act of moving the duplicated OpenWorld level crashes the Editor the moment the engine tries to delete the original level, so it ...
FSkeletalMeshComponentInstanceData subclasses FSceneComponentInstanceData instead of FPrimitiveComponentInstanceData. When calling ApplyToComponent() the SceneComponentInstanceData version will be c ...
In the attached screenshots, the following Animation Sequence assets are wrong: * FX_WST050_pSphereB1_TS_AnimFX_WST050_pSphereC1_TRS_AnimFX_WST050_pSphereC1_TRS_AnimFX_WST050_pSphereD_TR_Anim If yo ...