To have a Particle System use an Emitter Delay Range that is chosen on each loop of the emitter, you must have under Duration, Duration Recalc Each Loop set to True. ...
Found in the process of replicating the linked Answerhub. When an opaque material is setup as a master material with the intent to have an Opaque and Translucent version, the material instance will ...
When a UTF-16 character (™ for example) is passed into a StringToBytes() function and then returned via BytesToString, the returned character does not match (in the case of ™, a double quotes is ret ...
Shots have little visible indication when they are overlapping. This can cause some visual confusion as to why events and spawnables from a shot that looks like it should end are still triggering ...
3D widgets attached to the camera render incorrectly when compared to the oculus rift. When the Widget is centered to the camera and attached to it in the Character BP the widget will render incorre ...
Unexpected vertex normal orientation when manipulating some morph targets. This may be related to [Link Removed], but felt different enough to enter on it's own. ...
Instanced Foilage Actor painted on an Actor who is attached to a Parent Actor, does not update transform when Parent is moved. Note: The foliage will move if the base actor is moved directly, inde ...
Setting the world origin will not update existing Niagara particles. ...
When Use Current Level is true, the MRQ tries to validate that the maps are the same, but this will fail when the maps actually do match. The Use Current Level flag should allow the render to cont ...
When taking a high res screenshot of an object in orthographic view in 'Unlit' mode, the object size in pixel is the same no matter the resolution multiplier. For instance if you set it to 10.0 th ...