After enabling forward shading materials with their decal response set to "normal" have incorrect shading. In the example project there are many pointlights and their specular highlight doesn't disp ...
With 4.15, I can move Foliage to "Sublevel B", but I can not move it with 4.16. It seems to be affected by the update in 4.16 (New: When moving a foliage asset to a new level, you will now be prompt ...
White artifacts will appear on the edges of static meshes with MSAA enabled. If you change to deferred shading the issue is still there however it is less noticeable. Similar to UE- Founding in ...
GPU emitter doesn't spawn particles at expected location when it is an event receiver. Also disabling Interpolate Spawning in the emitter properties affect this behavior as well, making the particle ...
When selecting "affect pivot only" and choosing "center pivot" on 56 objects in 3DS Max 2019, 4 of them imported into Datasmith as Actors and not StaticMeshActors. This makes it seemingly impossible ...
Vector addition wildcard does not cast from integer to float (double-precision) when split apart vector pin is utilized. You can also utilize a Vector2D to get the same results. Repro Rate: 3/3 Te ...
Reproduced 3/3 times, issue does not occur in //UE5/Release-5.0 - CL 20979098 Binary. Confirmed Regression. It's only through the Details panel that this happens; Geometry Collection visibility can ...
Regression: Tested in UE5/Release-5.1, this issue occurs as well. The shadows render properly for the sphere when Virtual Shadow Maps is set as the Shadow Method, as well as when Ray Traced Shadows ...
From observations, this seems to be related to how the mesh selection works, and may be making the pixel under the mouse masked away. Adding a value >= 0.5 between the clamp and the Opacity Mask out ...
Items attached to the Skeletal Mesh in the World Outliner can alter the Mobility of the Skeletal Mesh. Licensee specifically does not want to have any automated changes to asset mobility to happen ...