Changing the color and/or opacity setting for a text block does not register with the autokey when animating in UMG. Because of this users are unable change these settings dynamically via the animat ...
It seems that changing the value to something different than the default of a Linear Color Struct variable, results in the value being changed when upgrading the project to a new engine version. Thi ...
In the Static Mesh Editor, Enabling Vert Colors causes high exposure in the viewport. Workaround Disable Auto Exposure in the Project Settings > Rendering > Default Settings This is a Regression ...
Color effects appear not to work when post processing is set to medium and the bloom intensity is set to 0 ...
Crash when enabling Level of Detail Coloration viewmodes in the Dataprep editor while using DX12 This crash does not occur when the project is opened with DX11. Note that the Dataprep editor does ...
The base color is brighter on Nanite meshes than non-Nanite meshes when GBuffer Format is set to "Force 16-bits per channel" (r.GBufferFormat 5) even though the meshes are using the same material. ...
There is a fairly noticeable difference in color rendition between a 2D Side Scroller Paper2D project when in Editor or PIE compared to Standalone Game or the same sprite asset in a Blank UE4 Projec ...
Assertion thrown when connecting a World Position node to the time input of a Panner node then connecting it to Base Color. This is a regression. ...
In 5.4.3, a nanite enabled mesh with a material that takes its vertex color (R) and uses it as the opacity mask output in a masked blend mode material, causes the mesh to have disappearing polygons ...
Launching the editor with the "-d3ddebug" command line option and then enabling the "LOD Coloration" view mode (under "Lit") results in the following D3D warning: D3D11 WARNING: ID3D11DeviceContext ...