Changing a public variable which is setup in the construction script of an actor to set the actor's collision response type does not change the actor's collision response type. The response type rem ...
Decals are no longer rendering correctly with PixelNormalWS plugged into the Emissive or Base Color input. ...
Video attached. If you make a 4 node blend material like so: [Image Removed] When you try to paint blend weights, the color you paint instantly jumps to the maximum value, and there's no way to p ...
When using mobile preview or when viewing on the device the colors for widgets appear darker. May be related to [Link Removed], however this was marked as fixed and I tested the project that was g ...
The comments describing the colors for LODColorationColors in the BaseEngine.ini file are incorrect. These comments seem to have been added in 4.13. ...
Forum user noted that emissive lighting being built with GPU Lightmass is in fact being built, just not around the mesh, but in a larger radius and with reduced strength compared to 5.1.1. They foun ...
The SceneTexture:WorldNormal is not taking in direction for color when used on deferred decals. As a result, the decals using this node always show up as grey. Tested in 4.21.2 (CL - 4753647), 4. ...
After changing a rich text block to use a different style (from a data table) it will ignore the material applied to the the default text style and it will use the color instead. ...
When using the delete key to remove a key frame from an animation timeline the entire timeline is removed. ...
Geometry collection objects do not display any collision visualization, either collision color or wireframe overlay when the view mode is set to Player Collision or Collision Visibility or when the ...