This issue occurs in Skeletal Mesh depending on the model when Skincache is enabled and affects the rendering. ...
in the function FinalizeVirtualTextureFeedback, the micro "USE_DBUFFER && MATERIALDECALRESPONSEMASK" returns true on mobile forward, while there is no DBUFFER on Mobile forward obviously. This takes ...
proposed fix seems ok to me: UEnhancedInputUserSettings* UEnhancedInputUserSettings::LoadOrCreateSettings(ULocalPlayer* LocalPlayer) { UEnhancedInputUserSettings* Settings = nullptr; ...
Duplicates of Actor Blueprints have a blank, black preview instead of the preview of the original (See sample image). Not a regression, occurs in UE4.14.3 as well ...
From UDN Question: https://udn.unrealengine.com/questions/304392/bug-clientplayforcefeedback-isnt-paused-when-game.html Tried with GamePad and Vive Controllers, having Gamepad wire connected + 2 Vi ...
A licensee has reported that they are unable to use an emissive material utilizing the SkyAtmosphereLightIlluminance material expression together with Nanite and Lumen. The linked UDN has some more ...
Content only (blueprint) projects are able to compile for Linux from Windows using a binary engine from the Lanucher. When a plugin is added to an engine for use across multiple projects, including ...
When the "Is Variable" box is unchecked for a BP-typed child widget, a variable will not be created at Blueprint compile time to reference the child widget in the nativized widget BP class. This bre ...
If we connect a virtual texture to the opacity mask output of a material the material will fail to compile. Currently this is expected because allowing it could cause problems such as:No virtual tex ...
If we connect a virtual texture to the opacity mask output of a material the material will fail to compile. This is expected. However if the opacity mask uses a regular texture connected via SetMat ...