When using Substrate materials with SUBSTRATE_GBUFFER_FORMAT==0 (Blendable GBuffer), the Unlit editor view mode renders completely black. TopLayerData.UnlitViewBaseColor is never populated in the bl ...
CRP currently fails to collide against the bodies generated by ISM components. This is because the collision body data is stored in a different property for ISMs vs regular primitive components. ...
When the following setting is added to DefaultEngine.ini, the AnimNode content is not applied during PIE execution.[/Script/Engine.EditorStreamingSettings] s.AsyncLoadingThreadEnabled=True If the A ...
Distance Field Ambient Occlusion produces artifacts when using Dynamic Resolution at lower framerates. ...
When Landscape GPU Culling is operational, patches of Landscape will have heavy overdraw. This requires Nanite and Lumen to be disabled - the test project is set up with this by default. This quad ...
Nanite Tessellation displacement direction is incorrect for landscapes with non-uniform scales. It seems to use the normal from the unscaled landscape, which can result in the displacement causing t ...
Context In blueprint, one can bind to a referenced actor’s events by clicking an actor reference variable, and creating an event node through the variable’s detail panel. Under the hood, this adds ...
Creating a local variable inside a Blueprint Function with the same name as a replicated property of AActor (for example, “Role” or “RemoteRole”) and then using a connected Set Variable node for it ...
When a texture asset has certain properties edited, its PostEditChangeProperty() method calls to UTexture::NotifyMaterials(), which triggers a recompilation of materials that reference it in their m ...