If a skeletal mesh is imported with a uniform scale of >1, the rotation feature in Persona will not rotate bones at the proper ratio. The meshes rotation will slow down as the uniform scale increase ...
In the Blueprints > Working with Components on Actors Part 1 tutorial, there are steps that say that when placing a component in an empty actor, it will replace the root component. This is old beha ...
The Noise Material Expression is rendering values well outside the Min and Max Range set in the Expression node. Also Reproduced in Main Promotable-CL-2469752 Alerted the user to suspicions and su ...
A warning is thrown "LogStaticLightingSystem: Warning: Failed to build lighting!!! Static Lighting on World Partition maps is not supported." when building lights in any World Partition map. ...
DDX and DDY no longer work properly close to the camera in 4.21 on Android in OpenGL ES 3.1. Worked in 4.20, no longer works in 4.21 or 4.22. Originally reported as Oculus Quest specific, but repr ...
A User in unable to save there project because of they get warnings for all of the objects in their scene saying they are externally referenced. This happens after cloning a project and then convert ...
Get viewport size node returns unexpected values when the user has set the windows scaling higher than 100% and has also enable High DPI support. ...
A partially broken Geometry Collection (GC) ends up with garbage CollisionGroup data that can lead to strange behaviors. The licensee has noticed that a GC that goes thru a field applying ExternalS ...
LOD Build Scale set higher than 1 will cause a merged actor to increase to that scale when created. It seems to be using the LOD Build Scale to double in size on actor merge. This is a regression: ...
Object not rendering correctly in left eye in a packaged game when using "r.HZBOcclusion 1". In this example looking to the right the object disappear from the left eye only. Note: This was tested ...