In the repro project the player camera has a post process material that slightly darkens the frame by subtracting 0.01 from the final color. When a camera animation based on a camera sequence is pla ...
In the Subobject Data Subsystem, CanPasteSubobjects is BlueprintCallable, but the call to PasteSubobjects is not. Given CanCopySubobjects and CopySubobjects are both BlueprintCallable, the ability t ...
When a nanite mesh moves, the shadow does not. ...
I think that the root of the issue actually comes from the K2 node behavior itself. If you copy your node and paste it to a clipboard, you can see the pins and the string representation of all the v ...
Both the material and the Niagara compute shader use the same function to interpret the YCoCg color data, but the Niagara compute shader returns an incorrect color. Also found on CL: 32347737 in Re ...
When using the Reparent Blueprint node in an Editor Utility Blueprint, e.g. an Asset Action Utility, compilation errors will occur if you try to reparent a blueprint with a native parent class to a ...
When a shadow casting light is closer to the groom than some proportional amount the groom is away from the shadow catcher, the groom's shadow will disappear. This only occurs using VSMs. Raytraced ...
Based on this case here:https://udn.unrealengine.com/s/case/500QP000006rnSEYAY/tsubclassof-with-metablueprintbaseonly-doesnt-appear-to-work From my testing the user seems to be correct. Applying th ...
The Gameplay Tags settings have the option to set up restricted tags as described in the documentation. Prior to 5.3, the UI correctly supported creating new restricted tags as described in the old ...
Note that it works when using the old sun intensity (25) instead of the 100,000 value. Also, reducing the scattering in the sky will bring back the bloom. ...