UPDATE: This is primarily due to the fact that it runs as Fullyrough on Mobile as long as a Constant 1 value was feed. Also on Mobile the FullyRough shading looks like simply remove all Highlights/R ...
If the user updates to a new Source Animation for a pose asset, while a pose was active in the viewport (weight set to 1.0), the pose will be set to 0.0 in the pose list even though it's still activ ...
Substrate Materials cannot be baked when Meshes are merged using the "Simplify" method. All textures except for the normal are reduced to a single black parameter. The normal texture produced does n ...
Meshes that are colliding that are set as constraint actors don't follow the Physics Constraint Actors "Disable Collision" parameter if they are colliding prior to being set as constrained actors. ...
1.Create a material that switches textures using StaticSwitch. 2.Create a material instance and toggle the switch to overwrite the texture. 3.Then return the static switch settings to their defaul ...
In past compatibility detection in FWorldPartitionClassDescRegistry::PrefetchClassDescs, as AssetRegistry.TryGetAssetPackageData returns UE::AssetRegistry::EExists::Unknown in standalone games, so t ...
The underlying reason seems to be that the stationary lights require SM channels for casting shadows from movable objects and they are assigned channels 0,1,2 by lightmass (or somewhere along the w ...
Rect lights cause visual noise on the light rendered when using raytracing. It is easier to see when you get rid of all other light sources in the scene. I have attached an example project. This se ...
When calling the ServerTravel command when using seamless travel, level blueprint logic is not being run on the client side. NOTE: Adding a small delay (tested with .2 to 2 seconds) after the "B ...
Color and Opacity animation option does not play for Button component, this occurs both in the Widget editor and during play. This issue is not a regression Versions Tested: 4.16.3 - CL: 3561208 - ...