CSM targets are still created and affect the InjectTranslucencyLightingVolume pass when moving in a project that only uses VSM causing over brightening of fog planes and other translucent meshes. r ...
Focus mode in the Editor does not handle Actors without PrimitiveComponent correctly, treating them as if they were at the origin (0,0,0), skewing the camera placement. Some Actors like the WorldDat ...
From licensee: A simple example is setup in the project, the relevant part is just this code: UCLASS(meta = (BlueprintSpawnableComponent)) class TESTBUGEDITORONLYEDITOR_API UEditorOnlyComponent : ...
When using material attribute layers in a material layer setup, there is a potential discrepancy in the number of VT Lookups presented in the material instance's Platform Stats. When the same textur ...
When a component is removed from a class that exists as an instance with external actors enabled, a deleted BP component on an actor will remain referenced by the instance. Disabling External Actor ...
Copy-paste the TestCode.h and TestCode.cpp into a module Activate the customization in the StartupModule() function ``` FPropertyEditorModule& PropertyModule = FModuleManager::LoadModuleChecked<FPro ...
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Actors that are removed from the world have UnregisterAllComponents called twice. Removal can be caused by unloading a data layer that owns the actor. In cases like exiting the application or destr ...
When the camera is just outside of the box bounds and it is angled directly away from it , it will start rendering the particles again (as determined by stat GPU differences) despite being out of vi ...