In the Blueprint Editor, Primitive Components can be configured to respond to Lighting Channels 0, 1, and/or 2. However, if channel 0 is disabled (even with another one enabled), the Preview Actor's ...
Using Object Scale in your material with an Instanced Static Mesh does not change the color of the material if you scale the individual instances of the Instanced Static Mesh component. If you scal ...
This is not a regression tested in //UE5/Release-5.1 CL23901901 When Favoriting a Component from the Palette panel of a Widget the Favorites category appears then disappears. For the brief moment i ...
FStreamableHandle (used as part of the FStreamableManager system) has a CancelHandle function that stops it from calling any completion callbacks related to that handle (it could cancel the load req ...
Hit testing for widgets contained within a RetainerWidget does not correctly account for rotation applied via render transforms . While the content renders with the expected rotation, hover and clic ...
Wrong morph targets are animating in standalone game, but the right ones play in PIE See the Additional Info URL for the user's description (and youtube video) Here is the project: [Link Removed] ...
This user's Function Library will not save. Hitting save returns the following error: Can't save D:/4.7_Projects/EngineTransientBug 4.7/Content/Math.uasset: Graph is linked to private object(s) in ...
Adding various collision types to a single mesh will cause it to hard crash the editor. No Crash Reporter window will open. Note that this happens with the user's mesh, but I was not able to repro ...
When the DBuffer is disabled in the project settings, the Material Editor Stat page will still display the estimated texture lookups for the DBuffer. It appears that the code that adds these estimat ...
Final bits of logging show:D/UE4 : [2019.03.18-16.36.59:236][ 0]LogInit: Display: Starting Game. D/UE4 : [2019.03.18-16.36.59:236][ 0]LogNet: Browse: /Game/FirstPersonCPP/Maps/FirstPerson ...