When using mutliple monitors connected to a Mac the mouse behavior does not function well. Attempting to navigate and drag windows to and from individual displays proves difficult. The user reporti ...
When you enable the physics substepping, if you run the console command p.Chaos.Solver.DebugDrawSpatialAccelerationStructure 1, you can see how does not follow the physical object. The user that rep ...
Enabling Energy Conservation on Material makes Clear Coat Material look weird in Preview. It looks fine in the Level Editor, but not in any "Preview" type viewport (Material Editor, Asset Thumbnails ...
When using split screen multiplayer the second or more players that are added for split screen will have their characters shadows occluded when the bounds are not within view of player 1. Setting ...
Crash occurs when Forward Shading is enabled in Forward Rendering Options User noted that if "Support Stationary Skylight" in Project Settings > Rendering > Shader Permutation Reduction is disabled ...
Create a blueprint based on actor, give it a SceneComponent named ExampleComp (BP_TestActor) - this should be the blueprints only componentCreate a new level (TestMap), place an instance of the bluepr ...
When an Niagara Parameter Collection (NPC) is selected as the parent Collection for an NPC Instance (NPCI), all of its current parameters are carried over to the NPCI with their current values as th ...
libtinfo.so.5 => /lib/x86_64-linux-gnu/libtinfo.so.5 (0x00007fc27cf4d000) bschaefer@bschaefer-Precision-T7600:bin$ ldd ./clang linux-vdso.so.1 => (0x00007ffceefe3000) libpthread.so.0 => /lib/ ...
The built-in class "UMaterialEditingLibrary" provides various editor scripting functions related to creating and editing materials and material instances. One of these functions, UMaterialEditingLib ...
This is a regression tested in //UE4/Release-4.27 CL#18319896 Update Mesh Section incorrectly sets vertex colors for a Procedural Mesh. The closer a colors R, G, or B value is to 1.0 or 0.0 the mor ...