Starter Content's "P_Explosion" does not successfully convert to a Niagara System - incorrect loop, spawn, sprite size, and collision behaviors Changes needed for / issues found with each emitter:A ...
When closing a media player asset in the Oculus Quest the Clear Color is ignored and the last frame is left on frame shown. This happened whether I ran the project both while the Quest was and was n ...
[Link Removed] I have this set up so that FX artists can stack UV manipulations, so I don't want to just have all the UV manipulation in the layer with the base color, even though that does give me ...
The issue is that on iOS devices textures are displaying significantly darker than expected. I did a color calibration with my monitor to get a more accurate representation of the texture. I set th ...
Changing Color Grading settings of a post process volume and using "Enter" to commit changes prevents the editor from entering PIE / Simulate mode with the error message "Can't Play In Editor / Simu ...
Workaround 1: 1. Change HierarchicalInstancedStaticMesh.cpp in either of the following ways:void{{ FHierarchicalStaticMeshSceneProxy::GetDynamicMeshElements(const TArray<const FSceneView*>& Views, c ...
Property Editors for asset types allow you to drag assets from the Content Browser into them, or to make a selection using an Asset Picker widget. Some examples would be selecting Static Meshes or M ...
Changing area light settings in blueprint will Cause a crash. Found in 4.20 CL# 4302132 and 4.21 CL# 4307852 Unable to test in 4.19 due to provided project being in 4.20 ...
The Real Time Preview of Converted Vector Parameters from the Material Editor are not currently previewing in the level viewport without re-compiling the material. ...
Hovered state does not fire when "Use Mouse for Touch" is set to true. As a note this also happens in a packaged game if the setting was set to true. ...