When working with beam and ribbon effects in Niagara, Emitter.BeamID is used to fill Particles.RibbonID so that a looping emitter can spawn multiple discrete beams. Emitter.BeamID is assigned by mod ...
Currently, the ShowStats viewport option is automatically enabled when entering PIE and automatically disabled when exiting PIE. This forced disabling happens even if the option was enabled prior to ...
Nav Modifier volumes are not affected the nav mesh until they are moved from their initial placement position. Found in 4.13.1. Reproduced in 4.12.5 and 4.15 Main CL 3163223 This is similar to [Li ...
A licensee reported a visual difference, possibly related to bloom or specular when updating from 4.8 to 4.9[Image Removed] After looking at it with Visualize HDR on, Martin commented the following ...
'Greater/Lesser Than or Equal To' nodes do not work consistently with values lower than 1 Note: The issue isn't present with whole numbers (ex: 10 decremented by 1) ...
With Layered Blend Per Bone, if the bone for Blend Pose 1 is in the hierarchy below the bone for Blend Pose 0, then the Blend Weights have some odd behavior. Blend Pose 0 = root Blend Pose 1 = spin ...
When converting a project from 4.10/4.11 to 4.12(or later) the relative scale of the sockets on skeletal meshes will be changed to 1,1,1 regardless of the previous settings. ...
The engine still uses the default index for calling force feedback events, despite them being assigned from player 1 on out. Which is why event on player 1 goes to player 0, event on player 2 goes t ...
When placing static mesh foliage and setting the foliage mesh's Collision Preset to Block All, the placed meshes do not consistently block parts of the nav mesh. Expected: Placed meshes (for examp ...
When loading a mesh asset (static or skeletal) created in an old version of Unreal (e.g. 4.10), any LOD whose LOD screen size was originally set to 0, is converted to 1. This causes LODs that would ...