The order of passes related to Decal rendering (without the DBuffer) and CustomDepth is changed by the CVar "r.Lumen.AsyncCompute", even when Lumen is not enabled. This causes Decal Materials that ...
Random Pitch Angle does not properly apply when called within a procedural foliage volume. ...
Renaming a Struct variable that is used in a Widget BP creates 'Warning: Unknown property in' warnings in the Output Log User Description: I think this should be brought up as these seems to be a ...
Sub-components with the same name are not displayed on the correct parents in the Blueprints editor. Upon creation of an Actor blueprint initially derived from a c++ base class (VRCharacter) which ...
Perforce integration creates bad changelist when deleting or renaming a file, then renaming another into its place ...
If a static mesh component has Simulate Physics enabled, GetRelativeTransform() returns the value of world transform. ...
When using a Game Feature Plugin, one of the settings available in the "GameFeatureData" DataAsset (class UGameFeatureData) is "PrimaryAssetTypesToScan", which is an array of FPrimaryAssetTypeInfo s ...
If a project that is set to Mobile/Tablet and Scalable 3D or 2D uses StartCameraFade() to produce a fade in effect, the effect will not play in PIE if the editor is closed/reopened. ...
Crash occurs if the Recast Navmesh is set to Dynamic and the BehaviorTree runs a 'Does Path Exist' decorator. Crashreporter info: [Link Removed] ...
Tilemaps using lit methods of rendering are subject to strange lighting behavior. If the material for the tilemap is using a 'masked' method of rendering. Lighting will appear at incorrect angles. ...