Visibility of World Outliner doesn't affect skylight. But it affects other kinds of lights like Point Light, Directional Light. I found that USkyLightComponent::CreateRenderState_Concurrent() doesn ...
When the order of construction is backwards it makes it impossible to have native objects set up components in OnConstruction, that a child BP Construction Script then has access to. Sometimes the C ...
The engine is unable to Level that has a Blueprint actor with a child actor component that has a particle system component. The follow message pops up: World /Game/LevelName.LevelName is in use. — ...
In packaged projects will crash when an animation blueprint that is nativized loads into a new level. The anim blueprint needs to use the PoseSnapshot node with a FName variable passed before loadin ...
When an instance in a Hierarchical Instance Static Mesh component is rotated using "Update Instance Transform" it doesn't retain it's material's base color value when the material uses PerInstanceRa ...
Meshes set to not render in the Main Pass still does if both "Render CustomDepth Pass" & "Render in Depth Pass" are enabled, while "Render in Main Pass" is disabled. Attached is an example project. ...
When creating a basic VR Template project, setting the default map to Motion Controller map and exporting a Win64 build their is no SteamVRBindings config folder. I tested this with a Vive Pro and ...
From the ticket: In a material instance using the attached master material if A is TRUE and B is FALSE I expect to be able to configure param C in the UI. However param C is shown only when Useswi ...
Customer Comments: this is just a workflow issue where you need to set the compression settings to normal or tick the sRGB checkbox to fix the shading issue Regression testing done in //UE4/Rele ...
If a component class returns 'false' for NeedsLoadForServer(), then variables will not be included in the class in a cooked/packaged dedicated server build, and thus any variable references in scrip ...