Static meshes can have normals flipped when the actor they are attached to has one component of its scale inverted. ...
DBuffer has 8 bit render targets for decals. The first render target holds BaseColor. It is not SRGB so we probably have poor precision distribution over the color range. It should be possible simpl ...
GameplayCues inheriting from GameplayCueNotify_Actor no longer have their Removed functions called when removed via UAbilitySystemComponent::RemoveGameplayCue if GameplayCueNotifyTagCheckOnRemove is ...
If "Editable when Inherited" is disabled for the static mesh component the issue does not occur. The bug could be related with other UDN cases:https://udn.unrealengine.com/s/case/5004z00001ruXmEAAU ...
They've nailed it down to the following logic FUIActionBinding::TryCreate which doesn't check for the InputAction specified.// Make sure there is no existing binding for the same action associated w ...
It seems in the FBodyInstance::InitDynamicProperties_AssumesLocked, we early out when the body instance's collision is QueryOnly, but actually we only recreate its physics state when changing from N ...
When streaming in a level with a virtual texture light map using LoadStreamedLevel, with bShouldBlockOnLoad=false. we will see black in the lightmap. This is caused by ResourceCluster->GetAllocatedV ...
During seamless travel, the engine renames kept actors into the transition/destination level. This process results in the actor's components being unregistered and re-registered. For the ability sys ...