Until 4.23.1, the value of the Texture Memory Cube is reduced to an appropriate size. It is explained in the following thread:https://udn.unrealengine.com/questions/398103/index.html ...
When an emissive AfterMotionBlur material is used with TSR, Bloom is not applied to the material. The cause for this appears to be that AfterMotionBlur materials are composed to a separate texture ...
PBO Disable option does not work in Hide Bone By Name node See repro and images[Image Removed][Image Removed] ...
User is reporting a crash when using the console command "highreshot #" with any number. [Link Removed] ...
A crash can occur when a member of a UStruct has a category with the "|" symbol and is trying to be displayed inside by the FDetailLayoutBuilderImpl class. This happens when there is a UStruct memb ...
Greyscale image compression and sRGB settings are rendering different results in the Texture Editor versus the Material Editor and in game. Texture Editor (sRGB = True, Compression=Greyscale):[Link ...
User experienced unexpected AI behavior and was kind enough to share a stripped down version of the project. I was able to nail down issues user was experiencing to failed enum-to-byte conversion. U ...
The Material Function WorldCoordinate3Way seems to incorrectly perform the Lerps from the axis contributions of the normals. An example is show here, with the left objects using the version that com ...
In 4.16, character mesh on clients seem to be in the different location than the server. So far this happens when the player start is above the ground. This does not happen when network Smoothing ...
Looking at the propagate function:void UAnimStateTransitionNode::PropagateCrossfadeSettings() { UEdGraph* CurrentGraph = GetGraph(); for (int32 idx = 0; idx < CurrentGraph->Nodes.Num(); idx++) ...