Emissive textures seem to be set correctly in the case of building HLOD in the world partition. However, licensees who do not use World partition seem to build HLOD with HLOD Outliner. [Image Remov ...
For desktop renderers, deferred and forward are both one draw.[Image Removed][Image Removed] ...
Console history is saved correctly in 5.1. The cause is input.ini in EnhancedInput and InputDebugging added in 5.2. Removing these files are a work around. ...
Licensees report that the definition of the USES_PER_INSTANCE_RANDOM macro only considers it in the context of the base material. As a result Per Instance Random used only in material layers does n ...
The velocity when moving the root is output, but it seems that the velocity for each deformation is not output. Since motion blur and TSR use velocity, problems such as ghosting may occur. ...
For actions that are triggered on the Input mapping context, simply adding or removing an InputMappingContext with no related key override with the bIgnoreAllPressedKeysUntilRelease option will caus ...
By setting an Atlas Group to a newly created sprite, the editor freezes. This feature is most important, even if this issue can only be reproduced by a minority of users. Repro rate: 5/5 Notes:No ...
When changing the tangent value, the last value is sometimes not 1.0 [Reproduce sample project] [Link Removed] ...
When we use SwapRootBone_Actor, we expect to move in the X-axis direction, which is the forward direction of the Actor. However, it does not take into account the RelativeRotation of the Skeltalmesh ...
Specular highlights can disappear with clearcoat materials, when "Clear Coat Enable Second Normal" is enabled ("r.ClearCoatNormal"). ...