When an instance in a Hierarchical Instance Static Mesh component is rotated using "Update Instance Transform" it doesn't retain it's material's base color value when the material uses PerInstanceRa ...
When creating a basic VR Template project, setting the default map to Motion Controller map and exporting a Win64 build their is no SteamVRBindings config folder. I tested this with a Vive Pro and ...
Add option to compile iOS OpenGL ES or Metal shaders and whether to force 32bppHDR at each QL If Metal shaders are a scalability option we can compile them only for high and compile only OpenGL fo ...
When unchecking the Occlusion culling option in the project settings, if you place over 1.5k foliage meshes in the world, they stop rendering, the meshes are still present in the level and can be se ...
When the 'Show Friendly Variable Names' option is set to false in Editor preferences, attempting to create (once you press 'Enter' to accept the new Blueprint name) or open a Blueprint causes the ed ...
SphereReflectionCaptures are not properly destroyed when deleted, and still take up space in the AllocatedReflectionCaptureState array. After reaching 341 SphereReflectionCaptures, the only way to c ...
Using Game Mode instead of Game Mode Base causes the Begin Play event to trigger in a different order. This is shown in the reproduction with the Begin Play of the Player Controller and the Game Mod ...
The creation wizard is not correctly adding the #include path in the CPP file. To fix the issue to get the project to compile you have to add the path in the .CPP file within Visual Studio. In this ...
InitOnly FReplicationStateDescriptors will have a value of 0 for ChangeMaskBitCount, so if an object only has COND_InitialOnly properties, its FReplicationProtocol will also have a ChangeMaskBitCoun ...
Instanced Static Mesh components created through the Construction Script aren't visible in Standalone Game. Collision is still present. They are visible in all other play modes and if created on Eve ...