Enabling Tonemapper on Android with Mobile HDR and Bloom enabled causes the entire screen to go black, other than HUD and UMG elements. This seems to occur on older phones, as this occurred on a Ne ...
Begin and End Overlap events continuously trigger while a character moves within a collision component of a Blueprint Actor that Simulates Physics if the collision component has Auto Weld enabled. ...
UPDATE: This is primarily due to the fact that it runs as Fullyrough on Mobile as long as a Constant 1 value was feed. Also on Mobile the FullyRough shading looks like simply remove all Highlights/R ...
If the user updates to a new Source Animation for a pose asset, while a pose was active in the viewport (weight set to 1.0), the pose will be set to 0.0 in the pose list even though it's still activ ...
Substrate Materials cannot be baked when Meshes are merged using the "Simplify" method. All textures except for the normal are reduced to a single black parameter. The normal texture produced does n ...
Meshes that are colliding that are set as constraint actors don't follow the Physics Constraint Actors "Disable Collision" parameter if they are colliding prior to being set as constrained actors. ...
Since FDeprecateSlateVector2D has been implemented in 5.2, the following function calls will always fail. Therefore, the ImageSize is not updated. This problem does not occur in 5.1. void SBrus ...
In past compatibility detection in FWorldPartitionClassDescRegistry::PrefetchClassDescs, as AssetRegistry.TryGetAssetPackageData returns UE::AssetRegistry::EExists::Unknown in standalone games, so t ...
Rect lights cause visual noise on the light rendered when using raytracing. It is easier to see when you get rid of all other light sources in the scene. I have attached an example project. This se ...
When calling the ServerTravel command when using seamless travel, level blueprint logic is not being run on the client side. NOTE: Adding a small delay (tested with .2 to 2 seconds) after the "B ...