Emissive Input required for Landscape Painting to Appear Correctly when using Emissive Color and Make Material Attributes property Enabled

UE - LD & Modeling - Terrain - Landscape - May 1, 2017

When using the Make Material Attributes and landscape layer blends, if an Emissive input is being utilized on any one layer, the other layers must also utilize the emissive input in order for it to ...

PostProcess for SceneCapture2D currently not working

UE - Graphics Features - Oct 29, 2014

Currently if you set a SceneCapture2D's "Capture Source" to "Final Color (LDR with PostProcess)", the result of the screen capture becomes just a black texture. If you set the SF_Tonemapper show fl ...

Unable to compile script plugins against 4.16.0

UE - Foundation - Cpp Tools - UnrealBuildTool - May 24, 2017

A bug in UBT is preventing the authors of SkookumScript from submitting their 4.16 plugin to the marketplace. ...

Show Spherical Limit Does Not Show Constraints

OLD - Anim - Apr 25, 2018

Show Spherical Limit does not display the constraints in the viewport of the animation Blueprint Constraints are visible in 4.18.3 ...

Show Planar Limit Does Not Show Constraints

OLD - Anim - Apr 25, 2018

Show Planar Limit does not display the constraints in the viewport of the animation Blueprint Constraints are visible in 4.18.3 ...

APEX Plugin - Destructible Mesh creation no longer creates/assigns Mesh Material

UE - Simulation - Physics - Destruction - Dec 19, 2018

Destructible mesh material creation no longer creates/assigns DM array element with material from mesh. Workaround: Assign material manually after creating Destructible mesh Confirmed in MAIN @ CL ...

Materials Draw through a HUD blueprint do not update when collections Parameter are used

UE - Graphics Features - Apr 8, 2019

Materials applied via HUD do not appear to update when collection parameters are changed for the applied material ...

Niagara: Losing focus when editor is open

UE - Anim - Sequencer - Apr 5, 2019

Reported by a user from Reflector. ...

Stationary Spot Lights in Forward Rendering Incorrectly with PerVertex NonDirectional Translucency

UE - Graphics Features - Jun 14, 2019

Stationary Spot Lights in Forward Rendering cause artifacts when lighting transluceny set to Volumetric PerVertex NonDirectional. When the camera is moved around the object, the lit vertices flicker ...

Instances In a Hierarchical Instance Static Mesh Component Don't Retain PerInstanceRandom Values When Rotated

UE - Graphics Features - Dec 9, 2019

When an instance in a Hierarchical Instance Static Mesh component is rotated using "Update Instance Transform" it doesn't retain it's material's base color value when the material uses PerInstanceRa ...