A user reported that when calling SetText on a text widget in a widget blueprint's PreConstruct causes an editor hang when you put a breakpoint on SetText and attempt to save the asset. The issue i ...
ExportMaterialUVDensities() gets the incorrect value where the alpha channel is referenced (e.g. RegisterIndex of the texture is [3] or [7]) because FMeshRenderer::RenderMaterialTexCoordScales() use ...
When a Material uses WorldPositionOffset, the MaterialTextureScale is calculated incorrectly because FMaterialUtilities::ExportMaterialUVDensities() calls FMeshRenderer::RenderMaterialTexCoordScales ...
The collision for a spline mesh can be calculated incorrectly. The issue appears to be when Alpha is out of range when calculating the slice transforms at splice offsets. ...
Encountered a strange issue where switching to RT Translucency on a PPV would cause it to appear incorrect. However, if you swap the viewmode to Path Tracing, it does appear correct. See screenshots ...
Licensee found that in 5.4 the spline component when edited in editor, no longer triggered the construction script potentially breaking their art pipeline. The licensee mentioned the cause is likel ...
GetTriggerEvent() in a function bound to an enhanced input action in C++, returns "Triggered" when bound to the "Started" trigger event. ...
SkeletalMeshActor using a PhysicsAsset with custom box shapes may flicker rapidly in Editor when not selected, and also flickers in PIE mode. If occlusion culling is disabled the flickering stops. ...