In forward shading specular highlights appear to be much larger for very smooth materials in contrast to the deferred shader. In 4.14.3 the specular highlights were displaying correctly in forward s ...
Context UITag and UIActionTag are blueprint-exposed struct classes that derive from GameplayTag. GameplayTag variables can be compared in blueprint with ==. Under the hood, the node maps to UBlue ...
Certain placements of landscape splines in world partition levels can cause Nanite landscape proxies to invalidate, and switch back to their non-nanite version. This happens when specific regions of ...
Selection highlight cannot be disabled for Skeletal Meshes. They will always have the outline selection and some tinted selection over their faces. Static Meshes do not exhibit this behavior. This ...
There are multiple issues with the code at present 1) The animation preview world listener is not updated. This can be solved with the following override on AnimationEditorViewportClient (Following ...
The Material Function WorldCoordinate3Way seems to incorrectly perform the Lerps from the axis contributions of the normals. An example is show here, with the left objects using the version that com ...
There is an odd issue occurring when the world origin is changed, changing the world origin causes the foliage to cull in unexpectred ways. The issue can be solved by using the console command "r.Al ...
This is not a regression tested in //UE5/Release-5.1 CL23901901 When Favoriting a Component from the Palette panel of a Widget the Favorites category appears then disappears. For the brief moment i ...
Editor crashes while switching to paint mode if material has a grass output and landscape visibility mask. Frequency: 3/3 ...