Shader compilation error occurs when using values sampled from texture for Customized UV1. No problem when connected to Customized UV0. This problem compiles well if I change the value of Const to ...
From AnswerHub: Under OS X 10.11.4 using Metal on an AMD FirePro D700, captured video using the editor's built-in video capture tools is black. It doesn't matter if I attempt to capture images or v ...
If the Windows taskbar is set to auto-hide and the editor is opened on the same monitor, the taskbar cannot be accessed while the editor has focus. ...
According to Licensee's report, Root motion is incorrect when use URO. I Investigated, in the case of "Montages Only" become TrailMode in URO. Normally Animation Interpolation has implementation, ...
When viewing reflections in multiple viewports the reflections will differ from the original viewport. ...
Masked materials used in conjunction with MSAA and Forward Rendering results in a banded gradient which seem to correlate directly with the MSAA count variable. This is connected to the Forward Ren ...
It is because that the RateScale is multiplied twice. First at UAnimSequenceBase::TickAssetPlayer : {{ const float PlayRate = Instance.PlayRateMultiplier * this->RateScale;}} Second at UAnimSeq ...
LocalHeightFog actors placed in levels for 5.3 projects are invalid and not appearing in levels after the project is upgraded to 5.4. This is likely due to LocalHeightFog being renamed to LocalFogVo ...
Physics actor attached during runtime doesn't have proper collision User Description: It seems that the "Weld Simulated Bodies" option on the AttachToActor function (same with AttachActorToActor) ...