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 ...
OnParticleCollide doesn't return Velocity on every collision. User description: "If you add a particle emitter, and add an Event Generator - Collision and Actor Collision Binding an event to tha ...
The fast-moving ribbon particle trail looks different on the server and client. It looks as though the client was drawing the previous frame. ...
Collision flipped when welding a skeletal mesh to a static mesh. Welding Skeletal mesh as parent actor does not cause collision to flip. Showflag.Collision 1 shows correct collision. (However px ...
Vertex interpolator (semi-randomly) causes visual artifacts on meshes. This did not happen initially when using or creating this material function but started about 24 hours later but now happens st ...