Parameters attached to the input of a Vertex Interpolator Material Expression are visible in the Material Instance, even if the output of the Vertex Interpolator Material Expression is not connected ...
The bug only happens when the ChildActorComponent is added to the BP after placing instances and saving the world. Adding the ChildActorComponent after this will result on the name of the child acto ...
Nanite meshes only cast virtual shadow maps and do not cast any distance field shadows, regardless of the distance of the shadow casting mesh to the camera. ...
When the level currently being edited has unsaved changes and the user opens a new one, the Editor asks if the changes should be saved. If the user answers negatively, the level asset is reverted to ...
When connecting to the server, if the client activates some local cells while the connection is still pending, ULevelStreaming::IsConcernedByNetVisibilityTransactionAck will return false. In this ca ...
Currently, we detect whether an anim instance is supported by the skeletal mesh and, if it isn't, unreference the instance, but we don't error or warn the user that this happened. This leads to conf ...
StaticMeshComponentPropertyOverride only takes effect when the flag ExecuteOnTheGPU is off. All error checking for StaticMeshComponentPropertyOverride turns off when the flag ExecuteOnTheGPU is off ...
Landscape HLODs are broke when build from Editor. See repro steps above. I have not provided a repro project as it uses the open world starter map. Note that current Main has additional bugs that o ...
The deadlock occurs when attempting to cancel compression during animation sequence destruction. The compression thread ends up deadlocking with the game thread, which is the one requesting the canc ...
The Approximated Mesh HLOD layer cannot use its default materials: FullMaterialBakeOutputMaterial_PackedMRS and FullMaterialBakeOutputMaterial. The Param2D names are incompatible and the materials ...