Blueprint Actors do not respect Rotate to Surface Normal Rules; in Editor's Viewport Snapping Options The surface normal rotation handling comes from UActorFactory, and in all the cases where items ...
Color set by Vector Parameters in a material differs in preview from color obtained in retainer box. Obtained color does not match either sRGB or Linear values of color visible in material preview. ...
It appears the custom hit testing logic of WidgetComponent handles click positions well via UWidgetComponent::GetHitWidgetPath adding virtual mouse coordinates to the arranged widget, but mouse move ...
Decals fading in with Fade Duration set to zero. Found in 4.21 CL# 4753647, 4.22 CL# 7053642, 4.23 Preview 5 CL# 7838574 ...
Regardless Niagara or Cascade, dynamic parameters for particles are passed to pixel shaders from vertex shaders via InterpolantsVSToPS. It can cause a precision error on some materials, for example ...
Objects' sleep states are not being properly replicated to the client. While it cant seem to be reliably triggered, occasionally the client will receive a constant stream of sleep events, until the ...
Purpose: Create a parent-child relationship using the “Attach Track” After that, I want to release Attach in the middle of the sequence and leave the child. Set "When Finished" of "Attach Track" to ...
Crash is caused by incorrect cast to display ActorComponent in viewport (gizmo used to move it should not be present) ...
The documentation: https://docs.unrealengine.com/en-US/Programming/UnrealArchitecture/Reference/Metadata/index.html shows the RestrictedToClasses meta syntax as being RestrictedToClasses="Class1, C ...
UPaperGroupedSpriteComponent does not properly update its physics data at runtime, due to relying on the inherited UPrimitiveComponent functions that do not handle its multiple FBodyInstances. ...