When using a mesh as an Instanced Foliage Actor the Levels of Detail are always rendered. The user reporting this issue mentions he needs to use extreme different LOD value ranges for screen size wi ...
When deploying project to a mobile device, the quality of the baked lighting and shadows becomes very poor compared to "Mobile Preview." Lightmaps appear dirty and blurry, with splotches (As shown i ...
Modulated shadows are not functioning properly on IOS devices for skeletal meshes. Any skeletal meshes in the scene will cast a shadow, but have a flickering modulated shadow on the skeletal mesh as ...
Given a Movable Light with a Movable Mesh with enabled Self Shadow Only, the mesh will not cast inset shadows (despite this option begin forced to true according to Tooltip) unless the mesh is selec ...
UHT does not correctly create generated code for BlueprintNativeEvent UFUNCTIONs in an interface that return const values. In the corresponding .gen.cpp file, the generated code does not include the ...
The expected behavior occurs in 4.19; unexpected behavior occurs in 4.20 and 4.21. Marking this as a regression. Per User: Reading the LightAttenuationTexture in a material receives interference ...
Note: This does not occur when the nativization mode is set to "Inclusive" in the Project settings. Current workaround: Ensure that the ChildActor class is NOT a data-only Blueprint, by adding scri ...
This is a bug introduced with 18468289 a while ago. We added this functionality for [Link Removed], which allows input event nodes to be placed within widgets and have them behave correctly. This ...
Right now, any UINTERFACE that is not marked as CannotImplementInterfaceInBlueprint is shown as implementable in blueprint. If these functions have BlueprintCallable functions or related things then ...
Android is experiencing a delayed crash after an Audio Capture Component is destroyed. This appears to be a potential problem with the way Android's implementation of Audio Capture Component closes ...