When using a Game Feature Plugin, one of the settings available in the "GameFeatureData" DataAsset (class UGameFeatureData) is "PrimaryAssetTypesToScan", which is an array of FPrimaryAssetTypeInfo s ...
The texture parameters on material instances applied to post process volumes do not respect the priority order of the post process volume, and are in fact inverted relative to the priority of other ...
A crash may occur when changing the MaterialQualitylevel via Scalability due to a race condition. The issue occurs because in ScalabilityCVarsSinkCallback(), when it creates the FGlobalComponentRec ...
When both the Sequencer Editor and an Animation Curve Editor are open for the same animation asset, the editor freezes completely upon editing the curve. Analysis indicates that the freeze is caus ...
When changing the camera FOV with r.Shadows.CSMCaching enabled, the cached shadows don't appear to be used and shadows are missing. This occurs because the r.Shadow.RadiusThreshold can be low enoug ...
Mesh Terrain recreates the visible section actors when edits are made, and those sections in the editor don't correspond to the ones at runtime, which breaks the ComponentId that the foliage system ...
"UPrimitiveComponent::bStaticWhenNotMoveable"'s category is set to Lighting, not Physics. This causes it to be hidden when lighting-related properties are hidden, even though it controls physics sta ...
Reported in SF [Link Removed] For Datasmith models containing lights, resynchronizing the model after any changes will cause any lights that had shadows enabled prior to the sync to have that setti ...