When using Capsule Indirect Shadows for Skeletal meshes who have their ILCQ set to Volume, and loading a SubLevel with it's actors not within the current camera's view, the indirect lighting is blac ...
A licensee has reported that Full Screen native resolution does not work properly on the iPad Pro 11-inch and on the iPad Pro 12.9-inch (3rd generation). Black borders are used around the screen ins ...
Packaging that involves a comilation process in the Binary editor causes custom Windows icons to be ignored in packaged games. This could either be seen in a Code project or in a Blueprint Only proj ...
UCharacterMovementComponent::SimulateMovement line 1729 checks: if (!bHandledNetUpdate || !bNetworkSkipProxyPredictionOnNetUpdate || !CharacterMovementCVars::NetEnableSkipProxyPredictionOnNetUpdate) ...
If a BP actor containing textured static meshes starts with a small transform scale, when scaled up, the texture streamer fails to load in the higher mips and the texture looks blurry. Working as e ...
This bug doesn't occur in 4.21. The issue is at line 157 in ProceduralMeshComponentDetails.cpp . When the procedural mesh has a material the crash doesn't occur. File location: Runtime/ProceduralMe ...
Color set by Vector Parameters in a material differs in preview from color obtained in retainer box. Obtained color does not match either sRGB or Linear values of color visible in material preview. ...
After fixing the crash from [Link Removed] when compiling the child blueprint that has claimed the component name the parent was previously using without having compiled the parent, an internal comp ...
The Editor experiences performance drops even in the default basic level when left alone running. I experienced them every ~3 seconds. My graph didn't show the drops very clearly so the fps counter ...
There seems to be a second Scene root being created when importing an fbx scene. Something of note is that in the scene import dialogue we only see one "RootNode" listed. This has been found to occ ...