A Skeletal Mesh simulating physics that hits a Geometry Collection Actor with OneWayInteraction true, OneWayInteractionLevel 1, and is using Damage Propagation (default) will be accelerated so fast ...
When a BP spawns another, if the spawned Actor has a non-root child component that is simulating physics, on clients, immediately after spawn, the child component will have the world position double ...
Long text comments in the MRQ burnin takes multiple frames to properly format. See slack thread here: [Link Removed] ...
When a foliage actor contains instances of Nanite and Non-Nanite meshes, the Nanite meshes don't get a selection outline when the actor is selected.[Image Removed] ...
The texture parameters on material instances applied to post process volumes do not respect the priority order of the post process volume, and are in fact inverted relative to the priority of other ...
Context ARecastNavMesh::FindDistanceToWall can be used to find the closest 'wall' on a nav mesh, given a queried position. A wall can be:any boundary towards the end of the nav mesh (outer rectangl ...
When the Cinematic Prestreaming plugin is used to generate and cache Virtual Texture Feedback requests, they work when played back in Unreal Editor. A Licensee has reported that they do not improve ...
There is a small flicker on a looping single camera sequence where the camera doesn't move. Because the camera is static, you would not expect to see a flicker in lighting conditions. ...
When snapping for frames is turned on, dragging an anim notify state does not result to being snapped on a frame. ...
Hair Materials do not react to Light Functions in the same way as other Materials. There is a visual difference between a Directional Light at 1 lux with no Light Function and a Directional Light at ...