A user is reporting that enabling the override for the IPD with GearVR doesn't work. They would like to be able to change this value at runtime. Setting the "bOverrideIP=True" and "IPD=" values in ...
The Material Function WorldCoordinate3Way seems to incorrectly perform the Lerps from the axis contributions of the normals. An example is show here, with the left objects using the version that com ...
The ETraceTypeQuery and EObjectTypeQuery enums declared in EngineTypes.h aren't fully exposed to Python. Both enums have 32 entries, but Python is only aware of the first 2 for ETraceTypeQuery and t ...
This is general for any UV channel past what the static mesh has, rather than specifically for UV channel 1. ...
The OnlyTickMontagesAndRefreshBonesWhenPlayingMontages setting added in 5.4 is broken. It only works because it unintentionally forces a second call to UAnimInstance::UpdateAnimation (via RefreshBo ...
This issue occurs when “Auto Register with Budget Allocator” is enabled for the skeletal mesh. Unchecking “Auto Register with Budget Allocator” seems to resolve the issue. Adding the following to th ...
A licensee is reporting an issue with mesh decals rendering incorrectly when created as a Material ID (Material Element) and assigning a translucent material to the shared mesh. The use case exampl ...
When using "distance to nearest surface" node with WPO there are cases where the engine will shade the object incorrect. The attached project reproduces one of these scenarios. It appears as though ...
Particle Float Parameter for the EventReceiver Spawn doesn't update when accessed via blueprint it just retains whatever default value is assigned in cascade. I've confirmed other modules work as ex ...
"Multiple Values" in Body Setup when single bone has multiple bodies Regression: YES Worked: 3172292 (4.13.2) Broken: 3249277 (4.14.3) ...