Currently, we allow occlusion culling on WidgetComponents regardless of whether or not depth test is enabled. This makes it challenging to make a widget render through other actors in the world, since the widget will be culled regardless of the fact that it should still be visible.
i have this problem UE4CC-Windows-58DC12AF4B97F057BD108FBFF569B2E9_0000
I am not able to find world outliner how to enable it?
Undefined sysmbol: typeinfo for AActor when cross-compile linux dedicated server on windows
Delay nodes occasionally don't fire the "Completed" output in a nativized build
How does UMG set overlapping layouts?
How can i modify the param name in EQS node
How to achieve HLSL Multiple Render Target in Material blueprints?
Why does the REMOVE method of map container remove elements have memory leaks?
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-35878 in the post.
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Component | UE - Graphics Features |
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Affects Versions | 4.13, 4.14 |
Target Fix | 4.14 |
Fix Commit | 3122543 |
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Main Commit | 3154728 |
Created | Sep 12, 2016 |
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Resolved | Sep 14, 2016 |
Updated | May 2, 2018 |