Changes to custom primitive data properties for instanced meshes placed in the editor work in-game but are not otherwise reflected in-editor. ...
Consider an actor containing a Niagara Particle System Component, which is instantiated from another actor's Child Actor Component. When initializing PIE on a World Partition level containing this s ...
Anisotropy from the base of a material disappears when clear coat is used. Car paint with base specular_anisotropy at 0.5 and coat at 0.0 [Image Removed] When coat is 0.0: [Image Removed] ...
In the new implementation UAssetDefinition to define the actions for asset we found that it isn't possible to delete or hide actions from parent classes due to the ToolMenu system works with delegat ...
The editor crashes when activating cvar options for shader compilation and debugging. ...
Material Instance Dynamic assigned to Spawnable objects with Editor Utility Widget get reverted when hit the Save button in Sequencer. This appears to come from the Material Instance Dynamic not be ...
This seems to occur because of how reliability and the retransmission of dropped data is handled in the engine. If a reliable bunch is dropped, the entire bunch will be resent, but any unreliable bu ...
This seems to be because IsNetRelevantFor checks if the actor is hidden, resulting in a hidden actor not being considered relevant to clients. However, if it is a net startup actor, this will result ...
A licensee reports that their large map has a 10s cost in the AssetRegistry when resaved. They took a profile and found the cost is mostly in LoadCalculatedDependencies for the map, and most of that ...