Modulated Self Shadow is only ever disabled and enabled for Skeletal Meshes and does not have any effect on Static Meshes. You can use the command r.Shadow.EnableModulatedSelfShadow 1 to enable self ...
When a certain kind of mesh is loaded/unloaded at runtime from transitioning levels, the amount of unfreed memory of the game will steadily increase. There is some natural fluctuation of memory but ...
Launching a project outside of the Editor (-game) using D3D12 (-d3d12) results in a crash if the console command VisRT is used in the project. ...
Selection highlight cannot be disabled for Skeletal Meshes. They will always have the outline selection and some tinted selection over their faces. Static Meshes do not exhibit this behavior. This ...
Changes made to a blueprint variable's tooltip are discarded when clicking in the main blueprint viewport (Event Graph, Function Graphs, etc). Clicking in the variable's details panel does save the ...
If an array element is removed from a make array node, using the shortcut for Straighten Connections has no effect until after the Actions menu is opened via right-click then closed. ...
Using Straighten Connections shortcut can cause the editor to crash after removing node pins. This appears to be due to GetGraphPinForMenu returning the last pin selected (in this case, the removed ...
Check box widget appears to ignore visibility settings if it starts collapsed. The check box appears to say collapsed ...
Scene Depth appears to return zero on iOS. In this test the material applied to an image does not appear to lerp between 0 and 1 for the various objects in the scene, implying that the Scene depth ...
A UPaperSprite* property in a class does not show a thumbnail for the property in the Editor. This is different from other asset poperties, such as UTexture* or UStaticMesh*, which do show a thumbna ...