Shallow water areas in scenes with exponential height fog will be brighter than they should be. Possibly due to the fog being applied twice in the SingleLayerWater shading model. ...
When looping the attached sound, there is a noticeable pop on the loop boundary when the codec is Bink that is not heard on other codecs. ...
From observations, this seems to be related to how the mesh selection works, and may be making the pixel under the mouse masked away. Adding a value >= 0.5 between the clamp and the Opacity Mask out ...
Adding a media track(.mp4/avi) into a level sequence causes the editor to hang when scrubbing the timeline, or enabling/disabling the media track. ...
WaterBodyCustom seems not to work with Distance Culling settings on its own actor, either Draw Distance/Never Distance Cull or Allow Cull Distance Volume. It only can be controlled by the CullingD ...
When an Actor is duplicated in the editor inside a world partition level it maintains references to the Actor it is a copy of. This can cascade, i.e. Actor C, which is a copy of Actor B which is a c ...
HDRIBackdrop objects cannot be rotated in Sequencer. This issue can be resolved by setting the "Run Construction Script in Sequencer" checkbox to True in the "HDRIBackdrop" blueprint. If HDRI Back ...
When playing in a split screen local multiplayer game the anisotropic reflections differ between players when looking at the same object. It appears as the anisotropic light scatter is not applied ...
The source of the problem seems to be using IOptionsSnapshot with a Singleton. Per the MS documentation for IOptionsSnapshot, "Is registered as Scoped and therefore can't be injected into a Singleto ...
When dragging the Details Panel in a Blueprint across the event graph the editor will crash. [Link Removed] ...