Dbuffer Decal materials don't render correctly when applied to a decal component in a blueprint. You can compare it to the decal actor and see that they aren't visually the same despite having the s ...
When a State machine is duplicated, all states inside of the state machine keep their original names. This causes duplicate names and selection issues. ...
The particle system has its initial velocity and its velocity/life in world space. It is expected that the particle's orientation won't influence the particle's velocity. That isn't the case though ...
The "CastShadow" option on primitive component has a tooltip that says "This flag is ignored (no shadows will be generated) if all materials on this component have an Unlit shading model." This isn ...
When a function takes an interface as a parameter, calling that function from a blueprint implementing the interface does not recognize the parameter unless the blueprint's parent class directly inh ...
By default in a new project, Launch On creates a WindowsNoEditor build, but the WindowsNoEditor*.ini settings don't seem to override the Default*.ini settings. ...
Setting PrimaryComponentTick.bCanEverTick in a custom actor component's constructor does not does not stop the component from ticking after compile. ...
Currently HDR Cubemap textures aren't getting compressed when packaging for Android(ASTC). You can compare the file size of a packaged project before and after adding cubemap textures to verify this ...
Byte properties tagged as bitmask values will emit an error on pin default value validation. ...
There are no errors or warnings in the console output or logs that suggest anything went wrong. Also attempted to import a .PNG with no luck. Exact command used, use of <user> where appropriate:UE4 ...