When loading a static mesh asset created in an old version of Unreal (e.g. 4.10), all LODs have their Screen Size property set to the same value (approximately 1.5). This happens because the static ...
When using the foliage tool with any mesh that has a LOD the lightmap generates artifacts for the instance. The base LOD will have correct looking lightmaps, however when pulling back and seeing the ...
There are multiple issues with the code at present 1) The animation preview world listener is not updated. This can be solved with the following override on AnimationEditorViewportClient (Following ...
This is not a regression tested in //UE5/Release-5.1 CL23901901 When Favoriting a Component from the Palette panel of a Widget the Favorites category appears then disappears. For the brief moment i ...
The Material Function WorldCoordinate3Way seems to incorrectly perform the Lerps from the axis contributions of the normals. An example is show here, with the left objects using the version that com ...
There is an odd issue occurring when the world origin is changed, changing the world origin causes the foliage to cull in unexpectred ways. The issue can be solved by using the console command "r.Al ...
A user has found that setting input mode to game only on tick will cause the client in PIE to toggle their inputs on and off every tick. If this test is run with a single player the inputs are const ...
When scrubbing the Matinee handle with a Sound Track added, no matter the location of the handle, the sound wave associated will play from the beginning of the audio file. Tested in 4.8.3 - 2634408 ...
When a Material Instance is loaded that has a nullptr layer in StaticParametrs.Materiallayers. The Material Instance will create it's own CachedExpressionData but the ConnectedParameterMask will be ...
When adding a new C++ class to a project via the editor's interface, Visual Studio is opened but it ends up opening more than is necessary. Firstly, Visual Studio is opened without focus on the two ...