When the cvar "r.VolumetricRenderTarget.PreferAsyncCompute" is enabled, it will cause Volumetric Clouds to ignore the influence of Volumetric Fog. In high-fog environments, this can cause the clouds ...
When a LocalFogVolume is used with ExponentialHeightFog, it does not correctly fog translucent objects. ExponentialHeightFog and Volumetric Fog from a LocalFogVolume both correctly occlude transluc ...
Context One File Per Actor (OFPA) reduces overlap between users by saving data for instances of Actors in external files, removing the need to save the main Level file when making changes to its Act ...
Within a Level Sequence, it's possible to override the transform (OriginOverrideLocation) of a ShotTrack. This generally works as expected — all nested ShotTracks should inherit and apply the transf ...
When using Drad and Drop UMG with iOS via the information provide in the forum thread, the project will crash on the device it is deployed to when dragging the UMG ...
More ways to reproduce:In Chaos Cache Collection Editor press Add Element button (no matter when you will do this step)If in Step13 from Steps to reproduce you won't place Chaos Cache Collection Edi ...
Observed by a licensee: [Link Removed] When a material instance points to a material, and the material is edited to change a texture and the material and material instance are saved, the material i ...
If a user syncs to an asset through the editor (right-clicking it in the Content Browser and selecting Sync), the asset will not update until the editor is closed and reopened. Note: This issue is ...
The desired behavior from a user perspective here is that they'd be able to use Static Switches in a decal master material to toggle different features and behaviors. In the above setup, if I set th ...
Calling DeprojectScreenPositionToWorld while in VR mode does not project from the center of the Oculus view. Using the results of the call with a line trace will show the line coming off center fro ...