Don't believe there's a regression here, but would be good to verify everything is working as intended still after the scene-alpha refactors, no accidental swapped inputs or incorrect sampling. AA d ...
The 'Shader Complexity' view mode is rendering differently between regular Static Meshes and Painted Foliage instances after enabling 'DBuffer Decals' The user is reporting that this does not seem ...
Event Graph 'Begin Overlap' event fires while not in Simulate or PIE. It seems to somehow be linked to the components. If the actor contains a Box Collision component and either a Static Mesh comp ...
Editor crashes on map reload, if an actor in the level is accessed by blutility get selection set. ...
When switching the preview rendering level to any of the mobile shader models and opening a new level, the preview rendering level does not get reapplied to that particular level. This is contrary t ...
InterpToMovement node has access to velocity parameters that are set to Hidden in code. When used, all values equal zero. ...
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 ...
If you import a static mesh with no setup lightmap and uncheck the option for Generate lightmap UV so that only the UV Channel 0 is present. When you use the Merge Actor tool with a single one of th ...
When deleting a generated proxy mesh from the HLOD Outliner using the Delete Button while the generated proxy mesh is opened in the static mesh editor will cause the editor to crash. Workaround: U ...
When enabling Daydream on Android devices and uploading it to Google PlayStore, the devices are lowered to 7. ...