From the ticket: In a material instance using the attached master material if A is TRUE and B is FALSE I expect to be able to configure param C in the UI. However param C is shown only when Useswi ...
In: [Editor\PropertyEditor\Private\PropertyEditorHelpers.cpp:118] function SPropertyValueWidget::ConstructPropertyEditorWidget checks what type of widget to create. In: [Editor\PropertyEditor\ ...
From a licensee: The issue is that under certain edge conditions I am experiencing Anim Notifies not being executed on our Dedicated Server ( it is an off case, so they typically do work, there a ...
Scene queries when encountering skeletal meshes with per-poly collision enabled do not return a bone name in the HitResult. Returning the BoneName always or having it as an option via FCollisionQuer ...
Screen space denoiser creates two types of artifacts: artifacts around boundary for general lighting The artifact is there before 5.2 but since the ray traced shadow denoiser denoises on the sqr() s ...
In [Link Removed], it mentions that only the instance in the editor viewport supports switching to Simulate In Editor when running multiple instances in PIE. However, rather than showing that instan ...
[Link Removed] The UseBorderlessWindow setting appears to not be implemented on Mac. We currently only apply the NWWindowStyleMaskBorderless style for tooltips and other "irregular" windows, so w ...
A user has reported that when using the Scene Outliner in a large map that has many actors and nested folders in the Outliner, deleting a folder that has subfolders from the Scene Outliner with Dele ...
This is an issue with inconsistencies over rig names and how control names are generated. We expect that a control name will be appended with _CONTROL or _CURVE_CONTROL. But because URigHierarchy: ...
Building SDF and Mesh Cards require material properties (2 sided and blend mode) applied on Static Mesh to be known at Static Mesh build time. If not, it may leads to rendering artifacts: Reflectio ...