Licensee has a game that doesn't use collision, but they want to paint foliage on environmental meshes. Currently, if you set a mesh's Collision Preset to "No Collision", you are no longer able to ...
Background blur does appear to allow transparency when used in a widget component ...
If you attempt to compile a project while an editor process is running, even if it is of another project entirely, it will hot reload the project instead of doing a normal compile. This can create i ...
When using "distance to nearest surface" node with WPO there are cases where the engine will shade the object incorrect. The attached project reproduces one of these scenarios. It appears as though ...
Tessellation will not be rendered in the examples inside of the Material_Nodes and Material_Properties levels of Content Examples. ...
I think the issue is that in GetInstancedSubobject() (CoreNative.cpp), the following bit of code is not considering that the instanced subobject might be outered to another instanced subobject withi ...
Depending on how a Blueprint is created from a custom User Widget code class, the resulting Blueprint may not be a Widget Blueprint as expected. Right-clicking on the code class in the Content Brows ...
A licensee has reported that gaining focus of a UE4 game window by clicking the window's title bar results in the game only receiving keyboard input and no mouse input until you also click in the ga ...
Asset Picker does not always close after a selection in made. If the asset picker were to open a tab that is part of the main window, the asset picker remains on screen ...
You can also observe this by setting the additional launch paramets for PIE - Standalone game to "-opengl4" and PIE in that mode. ...