Depth of Field, with "r.DOF.Recombine.Quality = 0" will adjust the size of the depth in focus based on screen percentage. This might be related to over-fitting from the tile classification, because ...
Changing the names of inputs in a collapsed graph can change connected inputs in other collapsed nodes. Reproduced in 4.7.2 binary and Main (//depot/UE4/Promotable-CL-2478413) ...
Struct that is referencing a Custom bp Class will reset to default values on editor restart User Description: Making a array of object types in a struct. the goal is to have a struct containing wa ...
2 minute (or more) hang and high memory usage when adding assets with large textures. The memory increase can be up to 3 or 4 GB when none of these assets(or referenced assets) take up nearly that ...
A number of users have reported that blending animations between Third Person Project and Animation Starter Pack results in a "dipping below floor level" between the two animations. The cause of th ...
Currently, Niagara Components are only expected to have their TickComponent() method called when their system is marked as "Solo", which makes them be simulated individually. In the most common scen ...
Switch on Gameplay Tag does not acknowledge changes to Gameplay Tag variable in Standalone game. ...
ForEach 'Enum' node returns incorrect enum values User Description: The For Each loop and Byte To Enum function return weird things. The same outputs happen with the Byte To Enum, depending on wh ...
When a level sequence animates level visibility as well as skeletal animation on an actor within that sub-level, restoring state will first unstream the level, which will unregister the skeletal mes ...