When attaching actors via the world outliner, there is an issue occurring using the visibility option, actors attached via the world outliner do not follow the visibility of what they are attached t ...
There is an issue with selecting multiple meshes that are children of different scenes when the scale is different than the default. moving the static meshes together causes them to move at differen ...
There is a performance difference between spawning and placing AI into a level. This is causing issues when spawning/despawning AI actors in a large open world, where 4-5ms of frame time quickly bui ...
When using the Owner No See option with Widgets, if the widget is set to display on the screen rather than the world, then the option does not affect the widget as intended. Other forms of changing ...
Planes have a Mesh Distance field exceeds the size of the original mesh when the value is set to 2. This behavior does not seem intended as the cube does not experience this issue when the value is ...
Niagara VectorFields do not function properly since "Fix CPU Access" changes are not persistently saved. After every Editor restart or reopening projects, the Niagara-VectorField driven Emitter and ...
Using Set Master Pose Component overrides any Set Morph Target operations on the slave component. ...
When trying to set the rotation value of a blueprint transform variable, changing the Y value will usually reset to 0 and change the value of X and Z as well. ...
When utilizing World Position Offset on Landscapes, the VertexNormalWS only pushes vertices in the vertical direction. Even if you are to sculpt an aggressive slope on the landscape, the vertices ar ...
When using deferred decals there are artifacts that are caused by the emissive color of the decal when viewing the decals from a low angle. These artifacts appear as thin lines on the edges of the m ...