Having an actor with a WidgetComponent + DrawAtDesiredSize will cause a lag spike when size changes in VR. Additionally, If you enter a value other than 100 in SetWorldToMetersScale the 'draw at ...
Using baked and dynamic lighting produces varying results when implementing SingleWaterLayer Materials. This was reported and tested in 4.24 Preview 4 (CL-10387632) and reproduced in Main 4.25 (CL ...
Undo fills AttachChildren array with null by the undo serializer. After that, a construction script tries to remove child components from parent component's AttachChildren but it can't find its poi ...
Hiding bones during construction is not properly displayed by level instances placed at editor time. Note that setting 'Update animation in editor' on the mesh and re-running the constructor script ...
Users have requested that light depth and light position are made available to Light Function Materials.Light Depth We seem to be calculating the per-pixel distance from the light to the surface in ...
The underlying reason seems to be that the stationary lights require SM channels for casting shadows from movable objects and they are assigned channels 0,1,2 by lightmass (or somewhere along the w ...
Result: Material will generate following HLSL code inside CalcPixelMaterialInputs(), which results in two PS texture lookups. MaterialFloat4 Local0 = ProcessMaterialLinearColorTextureLookup(Textur ...
1.Create a material that switches textures using StaticSwitch. 2.Create a material instance and toggle the switch to overwrite the texture. 3.Then return the static switch settings to their defaul ...
We use the NumNonClothing section number to iterate in the sections, this is an error if the cloth sections are not at the end of the sections array. See the following picture of a search on NumNonC ...
In a blueprint: When dragging a variable onto a Category, and the Category name uses CamelCase, the resulting Category name of the variable will have spaces where the original did not. "TestCategor ...