It looks like the Functions Get Float Parameter, Get Vector Parameter, Get Actor Parameter, Get Color Parameter are listed in the API, but are not callable in a Blueprint. ...
When making a Simple Fresnal node inside of the Material Editor and plugging it into the Basic Color node it returns strange values for the preview. Specifically the dark inner color will move off t ...
When making changes to the properties of the paint mode (paint color, brush settings, etc.) the actions are not logged into the undo history and therefore cannot be undone. Attached is the screensh ...
When a WorldAlignedTexture node is connected to multiply and then to a base color output, the material cannot be compiled, giving an error about an undeclared local variable "Local27". Does not happ ...
When a Light Function material is applied to a light source, and after using a camera position node and plugging that node into the Emissive Color option there is no light being emitted from the lig ...
Reported from this UDN: https://udn.unrealengine.com/s/question/0D5QP00000MLlco0AD/active-dtr-doesnt-render-beforedofmodulated-materials?fromCase=1 The problem is that, except in very specific circ ...
In Persona or the Static Mesh Editor, some post processing features do not update immediately when the user changes them. This was seen with Color Grading and Lens Flare settings. It could affect ...
I did some experiment locally. At very first I thought it's the image compression issue, since the issue is also obvious while rendered out images as JPG and PNG, there's no image compression qualit ...
Morph targets are not changing colors in some instances and just not doing anything in others(1.1 in Content Examples - MorphTargets) The output log is spammed with: LogMaterialParameter: B materia ...
The following code fixes the tilt : void UTargetingSelectionTask_AOE::DebugDrawBoundingVolume(const FTargetingRequestHandle& TargetingHandle, const FColor& Color, const FOverlapDatum* OverlapDatum) ...