The Nanite information and views from the Static Mesh Editor are not available to Nanite Skeletal Meshes in the Skeletal Mesh Editor. ...
The following ambient occlusion console commands have issues: r.AmbientOcclusion.Compute ? The help text state it only works console but it also works on PC and likely other platforms. r.GTAO.Use ...
Currently, Niagara Components are only expected to have their TickComponent() method called when their system is marked as "Solo", which makes them be simulated individually. In the most common scen ...
A Packaged build that has had an Editor Only Component added to one of its Blueprints logs a false positive warning in USimpleConstructionScript::FixupRootNodeParentReferences(): USimpleConstructio ...
The order of passes related to Decal rendering (without the DBuffer) and CustomDepth is changed by the CVar "r.Lumen.AsyncCompute", even when Lumen is not enabled. This causes Decal Materials that ...
Consider an actor defined in C++ with "bIsSpatiallyLoaded" set to true (the default), and a derived blueprint that overrides "bIsSpatiallyLoaded" to false. Now consider an actor instance of that blu ...
The Remove-On-Break (ROB) feature, set on Fracture Mode on Geometry Collections (GC), was supposed to make the particle shrink until it vanishes. When the GC goes to sleep the shrinking stops and sh ...
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 ...
When using a Translucent or Modulate blend mode decal, the underlying shadow may become visible with VSMs, RT Shadows, and with the Pathtracer. When no normal is applied and a sphere is used to tes ...
When selecting an asset in a level instance that is being edited via LevelInstance/Edit, the silhouette of the object is visible through occluding nanite meshes. This has the effect of disabling th ...