It appears that the Landmass plugin has a content dependency on the BlueprintMaterialTextureNodes plugin. If the BlueprintMaterialTextureNodes is not loaded, then the blueprint "/Landmass/Landscape ...
Similar to Issue 199247 ([Link Removed]), Natively declared Gameplay Tags aren't counted by Reference Viewer when used in a variable set in a C++ ctor. ...
Foliage/hierarchical instanced static mesh components have issues with culling when their material's "Max World Position Offset Displacement" value is a higher amount, e.g. 100.0. ...
The world position offset input of the result node does not behave consistently. There is an obvious visual difference between the setting it by connecting a float3 color constant, versus setting th ...
GPU Lightmass does not support bounce lighting from landscapes, but CPU Lightmass does. ...
Class "FBlueprintEditor" has several inline getter methods as part of its public API (e.g. GetPreviewActor() and GetPreviewScene()). However, even though they are public, those methods are inaccessi ...
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 ...
Happens when using multiple layers:"Testing this further it appears that it only occurs with multiple HLOD layers. The default setup has an instanced HLOD with a merged mesh HLOD parent. If you remo ...
When you add a level with stationary lights to another level as a sublevel they will show a first error icon on the lights. Once you close the project or refresh the level this icon is shown as nor ...