After enabling Light Propagation Volumes with the console variable r.LightPropogationVolume=1, opening or creating a material with the subsurface profile model will crash the editor. Broken in 4.6. ...
It should probably mark it as dirty but not recreate until end of frame (or expose it as a param to the method) since procedural generation would be too slow otherwise. We should also offer a funct ...
If two strings or names are compared in blueprint using the Equals (==) node, it is not case sensitive in English. It is case sensitive in Cyrillic however, even though it should be the same functio ...
It appears that "Convert Transform to Relative" can be confusing. Users are saying that they expect the nodes to be swapped in what they think their function would be. One person as suggested that a ...
-This functions in 4.16 -Physics will only simulate if the Third Person Character bone name variable is set to root -Physics does not affect any other bone -Make sure to plug in set in collision f ...
Per Licensee: We would like to change some of their parameter names, however when renaming a parameter, its value in all of the corresponding material instances resets to the base material default ...
The tool tip for 'Is Hidden Ed' states "Returns true if the actor is hidden in the editor viewports" but it only actually flags true if "Hide Selected at Startup" is selected for the actor. Therefor ...
Using 2 Finger Click + Drag to rotate the Viewport camera does not provide the behavior that is described in the documentation. Instead of rotating the camera in place as the documentation describe ...
Collision preset setting is not reflected correctly in case of original class inheriting Primitive Component. Probably the cause is UPrimitiveComponent :: PostLoad (). Since FCollisionResponse :: U ...
We can see refraction gets distorted after we have a bigger PDO value, and it's not because the depth is more shallow, but looks like some kind of scene color texture lookup error. Also, not sure i ...