Niagara particle sprites with a Translucent Material are glowing in a completely dark area. This issue is also observed with the deprecated Cascade particles. Particle brightness is also dependent ...
The Nanite information and views from the Static Mesh Editor are not available to Nanite Skeletal Meshes in the Skeletal Mesh Editor. ...
When the structure is used as a key for Map in Blueprint, Edit Conditions does not work properly. It will be updated when you move the focus to a different location(ex. a component) and click the v ...
Nanite Skeletal Meshes will always invalidate VSMs, even with their Shadow Cache Invalidation Behavior set to Rigid. This does not match the behavior of non-Nanite Skeletal Meshes. ...
LOD Group is not properly set when changing the setting in the static mesh editor. When the LOD Group is changed and the confirmation of overwrite message is cancelled it will still set the LOD Grou ...
If a struct has a variable of type Margin and a data table is created based on the struct, the Margin variable will not be editable while collapsed within the data table. ...
Spawn Actor from Class does not accept new values to exposed variables that are altered upon spawn. ...
Parent blueprints do not recognize child class actors as the same type as the initial parent blueprint. This makes it difficult to create a master blueprint for spawning/ai control/etc. ...
Even after assigning associated bones and mesh to the module, the emitter is spawning a number of sprites at the emitter origin. See Picture Attached This may be related to an earlier reported iss ...
When switching from 'Quad Overdraw' to 'Stationary Light Overlap' in the Optimizations view mode visualizers, the wireframe generated in the overdraw visualizer persists into the overlap visualizer. ...