A child blueprint won't be marked dirty if it hasn't been loaded and you rename a component on its parent blueprint. This can lead to a situation where the editor can be closed without prompting the ...
Motion controller inputs get routed to non-vr player when 'Skip Assigning Gamepad to Player 1' is enabled. ...
Meshes set to not render in the Main Pass still does if both "Render CustomDepth Pass" & "Render in Depth Pass" are enabled, while "Render in Main Pass" is disabled. Attached is an example project. ...
Water pass included in depth capture. User requests showflag on the scene capture to disable water rendering for specific view. ...
Having an actor with a WidgetComponent + DrawAtDesiredSize will cause a lag spike when size changes in VR. Additionally, If you enter a value other than 100 in SetWorldToMetersScale the 'draw at ...
Using baked and dynamic lighting produces varying results when implementing SingleWaterLayer Materials. This was reported and tested in 4.24 Preview 4 (CL-10387632) and reproduced in Main 4.25 (CL ...
Undo fills AttachChildren array with null by the undo serializer. After that, a construction script tries to remove child components from parent component's AttachChildren but it can't find its poi ...
Hiding bones during construction is not properly displayed by level instances placed at editor time. Note that setting 'Update animation in editor' on the mesh and re-running the constructor script ...
When using "Get Supported Fullscreen Resolutions" on UE when built with Vulkan, no values are printed out. This is an issue with any platform that builds UE with -vulkan, not just Linux. In Engine ...
Users have requested that light depth and light position are made available to Light Function Materials.Light Depth We seem to be calculating the per-pixel distance from the light to the surface in ...