Motion blur seems exaggerated with a Planar Reflection Actor placed in the Level and the Support Accurate Velocities from Vertex Deformation setting enabled. I am assuming this is happening becaus ...
Workaround: Left-Click and hold OR Click within a different portion of the Asset Selection dropdown The event bound to the dropdown button for the "Asset Selection Menu", as I've been calling it, i ...
This example consists of a simple BP Actor, containing a Collision Sphere and Static Mesh (Sphere). The BP has Simulate Physics Ticked on, the Mass in KG is 1 and collision preset is set to Block Al ...
When using the Material Layer system and virtual textures, the number of physical texture samples in the shader increases with the number of material attributes that a virtual texture writes to. The ...
This is happening because the FInputActionInstance has the event as "triggered" when the triggered event and started event occur on the same frame. This is correct, but when the delegate gets fired ...
Are Ray Ttraced Distance Field Soft Shadows supported on OpenGL ES3.1 + Android Extension Pack platforms like the Shield Tablet or Shield Console? Since the ES3.1+AEP platform supports deferred ren ...
PIE registers 2 Default Brushes in the blank level. It's expected behavior to have 1 Default Brush, which is the case in other play modes, but PIE registers 2. Licensee Description: This is an iss ...
When you are packaging and deploying your project to an iOS device, If Supports Landscape Right orientation is the only Orientation checked, It will show incorrectly on the iOS device. Tested on an ...
A user on the AnswerHub has reported that a number of his sounds have had their Attenuation Override settings reset, more specifically the 'Spatialize' setting. I ran a few tests and discovered tha ...
On a 4K monitor with high DPI support enabled in the Editor some issue will occur with scrolling in particle effect emitters. This causes some of the emitters to get cut off completely and unable to ...