In the AnimNode_Slot code, It seems that update() and evaluate() should be called by following order because in TickAnimation step, we need to make MontageEvaluateData valid.SkeletalMeshComponent::U ...
Very large objects casting dynamic shadows on the sky atmosphere can lead to flickering (cascaded shadow maps) or square patterns (virtual shadow maps). ...
On certain assets, specular element is showing lines on an asset. [Image Removed] I have attached a Maya and FBX file of an asset which demonstrates this issue. ...
Duplicating actor in level clears some default values. This may be related to changing values within a referenced blueprint. ...
Using the Nativize Blueprint Assets option can cause the extents of a collision component defined in code and inherited by blueprints to use its default values in a packaged build instead of the ext ...
When using the node Export Render Target it appears that the image produces does not display as expected and appears blank when used on Android ...
When Ribbon Data in a particles system that is following is scaled in an instance the ribbons scale appropriately, but they don't follow updated location of their source particles. See the attached ...
When replacing the Tonemap using a Post Process material, the Post Process Volume's Bloom Intensity can only be turned on or off, without varying degrees of effect. Reported in version 4.25.3(CL 1 ...
I have not entirely ruled out any issues with the imposter material in the repro, there's a chance this is related to the normal rotations, but turning off distancefields entirely does fix the issue ...
I managed to reproduce this crash either using CineCameraActors or CameraActors, with a variety of DOF settings. It seems that piloting the camera and having any kind of DOF active on the camera wil ...