LODs used with the Foliage Tool are no longer being shadowed accordingly with their baked lighting from their base LOD. Originally they would stay consistently lit, where as now the lower LOD transi ...
An InstancedStaticMesh component set to Stationary doesn't register overlaps. However, overlaps are registered on Static and Movable. There is also an issue where actors that start overlapped with ...
When you move an asset that has been freshly created and not yet saved, it will leave behind information that will get saved by Save All. This saved data isn't visible in the editor but is present i ...
UParticleModuleRequired::PostEditChangeProperty use "AlphaThreshold > 0". So, if AlphaThreshold = 0, particlecutout don't work. ...
Note: I looked for a similar or related bug but could not find one. Sorry if it's here and buried. Subsurface Profile materials render differently in the Material Editor Preview pane than they do a ...
The scroll bar in a scroll box does not currently indicate that it is interactable. The UWidgetInteractionComponent::IsOverInteractableWidget() function returns true if it is over a button, but retu ...
Chris found a bug where if you set Multi, ETC2 and PVRTC will select ES3.0 as minimum texture instead of ES 2.0 ...
Blueprint SkelMesh Component > Anim Class does not handle identical AnimBP names. Some background is that the identically named ABP was retargeted to the Headless mannequin in this project. Workar ...
Since the option to use Async Scene with Mesh and CapsuleComponent appears under "Physics" in the Details Panel of a skeletal mesh, the ability to select these options is expected. Currently both bo ...
In the Static Mesh Editor Viewport, hitting "F" for Focus results in placing the view camera sporadically so that mesh is not always centered and frequently out of frame altogether. Regression: Yes ...