I'm not sure where to set this value, but it's extremely noticeable when the value defaults to -7 and you go and place a node and it looks like a colorful square smaller than your fingernail. I tri ...
REGRESSION Does not occur in 4.24 Crash occurs if the user spawns an actor with an instanced editable Gameplay Tag node that was changed on the spawn node. Another user reported this happening wit ...
The behavior of non-variable class pins has changed in 4.26 where abstract classes like AInfo are being excluded from class pickers for general utility functions like GetAllActorsOfClass. This is no ...
Setting the Emitter Time module with an emitter that is not set to loop will result in an incorrect render of the particles past the emitter duration. Emitter Duration set to 3 seconds:[Image Remov ...
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 ...
In a normal detail panel, each element has its own SDetailSingleItemRow and are mostly uniformly sized with some exceptions of having a few bigger rows (i.e. asset pickers). However, these layers ar ...
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 ...