This problem seems to occur because Rotation is not taken into account when calculating Weight. I have confirmed that it can be solved by calculating the rotation as follows.float ULandscapeCompone ...
When closing a PIE viewport, we write the size back to the New Viewport Resolution setting in case the window was resized during play. However, we do not account for the window border, and write bac ...
The roughness value for Macs renders differently (less rough or glossy) compared to Windows. It also seems to render as expected within the Material Editor preview window, but when applied to an obj ...
An FBX with Multiple Meshes and only one unwrap per mesh (no 2nd UV channel) will import the first mesh in the file correctly but will produce invalid lightmass settings on each additional mesh impo ...
Setting size of GameViewportClient gives different results on Android than in Editor OpenGL ES renders with the viewport origin in the bottom left, so that's potentially related to the problem. A ...
Unable to increment TMap value if Key is zero. Changing the TMap Key to 1 on Add will allow the Value of "Key 0" to be incremented. User Description: It seems as if the 'Find' node for the newly ...
SplineMeshComponent's collision will start to distort the longer the Spline becomes This is a regession. It was working in 4.13.2-3172292 User Description: When drawing out a long spline mesh ( r ...
User reports that the bug was initially discovered in 4.18 and then reproduced in 4.16 project (attached). Per User: For some reason when exporting this emitter to any other system bugs out. When ...
Sub surface shading model has strange blotch color artifacts when used with ambient cubemap. Since the subsurface profile shading model can't be used with ambient cubemap I wanted to use the regular ...
Characters with disabled Net Load on Client are loaded twice on a Standalone Client. This does not occur on the Server. This only occurs in Standalone, not in PIE nor in packaged games. Reproduced ...