Lighting channels do not function when the number of lights affecting actors is 79 or higher. Any number of lights that is 78 or fewer will honor lighting channel assignments. ...
Same issue as in [Link Removed], only this is a different node implementation that attempts to replicate similar behavior. There are a couple differences in behavior here though; notably, that the c ...
Editor crashes when using a Soundfield Submix with any encoding setting (Unreal, Oculus, Resonance). Assertion failed: IsSoundfieldSubmix() && SoundfieldStreams.Settings.IsValid() [File:D:\build\++U ...
UDIM textures have default Tiling Method set to Wrap but causes incorrect filtering on edges. It should be set to Clamp or Mirror by default. ...
Crash occurs when the user closes the editor while there are blueprint thumbnails visible in the Content Browser. This seems to only occur if the editor was opened with blueprint thumbnails also vi ...
A check() is being hit intermittently when using adaptive virtual texture. check(Entry.Magic == Handle.Magic) inside FVirtualTextureProducerCollection::GetProducer ...
Struct in Object class will not populate if struct pin split on "Construct Object from Class" node. This does not appear to happen to other variable types. Workaround Do not split the struct pin, ...
If a user setups up a custom transition graph that caches one of the input poses by setting the Evaluator Mode property to Freeze then the node fails to deal with the situation where the LOD or mesh ...
Setting the Collision Channel to anything other than World Static will reset on closing and restarting the editor. ...
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