Highlights not rendering on Nanite enabled Meshes in the Mesh Editor. ...
This is a unique problem with macro libraries and the AddComponent node. It would appear that the issue has to do with the MakeNewComponentTemplateName function that we use when we create these func ...
First picture lit is used [Image Removed] Second picture PT is used, this occurs under certain angles of incidence. [Image Removed] ...
The new AI Perception system's BP API, marketed in release notes, depends on UAIPerceptionComponent::GetActorsPerception, that, as one AnswerHub user points out, is useless due to a buggy condition ...
TimeRemaining doesn't work when animation has a negative play rate ...
Specular Doesn't Affect a Material with the Eye Shader If r.IrisNormal is enabled. Found in 4.22 CL# 7053642, 4.23 CL# 8115738, 4.24 CL# 8302014 ...
For reference, it was fine in 4.24 In particular, jittering is severe when the camera is moving. GaussianHalfRes has been removed in CL 14036168, which is likely to cause degradation issues if int ...
Context AbilitySystemComponent has a virtual function virtual void OnTagUpdated(const FGameplayTag& Tag, bool TagExists); that gets called when a gameplay tag gets added or removed, so whenever ...
When you assign a Material to a Multi-Material Skeletal Mesh via the Mesh's Level Viewport Details Panel, you will lose access to all the other material Elements after the first assignment. For ins ...