After enabling forward shading materials with their decal response set to "normal" have incorrect shading. In the example project there are many pointlights and their specular highlight doesn't disp ...
Modifying the Shear values on a Progress Bar in a Widget Blueprint cause it to lose its Fill Color and set Progress. This is a regression from 4.20.3 (CL-4369336). Reproes with -vulkan on both Linux ...
If an actor has a custom event that can be called in the editor and that event is then overridden by a child blueprint, both events will show up in the details panel. The issue is that these two eve ...
When applying a second material to a Destructible Mesh it does not texture the chunks of the fractured mesh. The chunks remain the same as base color of the Destructible Mesh. This is issue was re ...
Use Deferred Shading (r.Mobile.ShadingPath=1) Enable DBuffer Decal All Lights’s mobility is Static Decal Material settings : Material Domain - Deferred DecalBlend Mode - TranslucentDecal Blend Mo ...
When you preview a node in the material Editor, the node color will correctly switch to the Preview Blue, but will not show the preview tag until another node is added to the Graph. Preview Node:[I ...
From licensee: The project contains a small flat terrain with a basic material attached to it - just a single texture sampler connected to the base color output. Also in the project is a skeletal m ...
Dbuffer Decal materials don't render correctly when applied to a decal component in a blueprint. You can compare it to the decal actor and see that they aren't visually the same despite having the s ...
Some key lines in the code:Engine\Source\Runtime\MovieSceneTracks\Private\TrackInstances\MovieSceneCVarTrackInstance.cpp:177 --> Apply CVar when entering sectionEngine\Source\Runtime\MovieSceneTra ...
I've seen this happen in other areas of the editor as well: Data Table fields (floats) for example. Manually typing in numbers to fields seems less prone to this error; using spinners to drag value ...