UParticleModuleRequired::PostEditChangeProperty use "AlphaThreshold > 0". So, if AlphaThreshold = 0, particlecutout don't work. ...
Note: I looked for a similar or related bug but could not find one. Sorry if it's here and buried. Subsurface Profile materials render differently in the Material Editor Preview pane than they do a ...
The scroll bar in a scroll box does not currently indicate that it is interactable. The UWidgetInteractionComponent::IsOverInteractableWidget() function returns true if it is over a button, but retu ...
After duplicating a destructible mesh in the level, in the Details panel for the duplicate, the Destructible Mesh setting will be listed as "None" rather than carrying over the mesh set in the origi ...
Chris found a bug where if you set Multi, ETC2 and PVRTC will select ES3.0 as minimum texture instead of ES 2.0 ...
Specular seems to be much brighter in ES2 to the point to where a bright specular highlight will appear even with a value of 0. ...
Blueprint SkelMesh Component > Anim Class does not handle identical AnimBP names. Some background is that the identically named ABP was retargeted to the Headless mannequin in this project. Workar ...
Attempting to destroy an actor via a repnotify after seamless travel is causing the actor to fail to be destroyed because of a pending kill warning: [2016.12.15-19.10.13:936][574]LogNetPackageMap:W ...
Since the option to use Async Scene with Mesh and CapsuleComponent appears under "Physics" in the Details Panel of a skeletal mesh, the ability to select these options is expected. Currently both bo ...
When you have a mesh whose origin is distant enough that it places the mesh itself outside the skydome in the Static Mesh Editor Viewport, you cannot toggle "F" to focus on the mesh, thus making it ...