When setting a particle system to be active after deactivating the remaining particles still floating in the air from earlier will flicker. This is harder to reproduce when smooth frame rate is enab ...
Variables declared with UPROPERTY( ) are shown in all components in Blueprint components tab. ...
The nodes in the blueprint editor require a lot of resources to render, causing framerate issues whenever they're being shown. The more that are shown, the worse the framerate issues. While a framer ...
If you check "actor hidden in game" in the details panel and then set that value to false durring runtime, any particle system component attached to that actor will remain hidden. ...
The X and Z rotation axis coming from Rotation Rate swap when being tested with UDK Remote and when the application is on the device. ...
Material Billboard components are only rendering in one eye with the 'Instanced Stereo' setting enabled in the Project Settings > Rendering menu. If instanced stereo is disabled, it renders as expe ...
I noticed this while executing https://jira.it.epicgames.net/browse/UEQATC-1441. At step 10, there should be warnings on the nodes that were updated by the HotReload. This is a regression from 4.13 ...
UDK Link: link title In this project, they need to get the BackBuffer(including UMG), and use this BackBuffer to do some post-processing. So follow the code in FViewportSurfaceReader :: ResolveRende ...
There are some weird things happening with layout recently, like UE-37541 which doesn't allow the user to save their layout, then reset it to the saved layout. Interesting thing to note is that wh ...
The widget component acts differently under different lighting types. For example it will cast a shadow if being lit by a directional light but won't otherwise. It also seems point lights affect t ...