When disabling Occlusion Culling, Components will not have their Last Render Time updated. ...
If any light source is deleted, and a single light has its visibility state changed in LightMixer, all the other lights in the scene that were invisible turn visible. The behavior only shows after d ...
Consider a Niagara Function or Module Script containing a Static Switch node. If the "Expose as Pin" option is enabled for its selector variable, the "Apply" button on the graph editor's toolbar wil ...
Normally if you have a property in your state tree instance data of the input property(Category = Input), when you compile the state tree, you will get errors if the property does not have a binding ...
Crash when binding to new components that have spaces in their name and you attempt to access their bindings. ...
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 ...
Local Vector variables in functions do not save the Y and Z values. Possibly connected: after entering the X value, pressing Tab does not move to the Y value. Tabbing from there works as expected. ...
The issue occurs when you simply move the material node itself and click the 'Apply' button to begin compiling shaders. Once it has completed, the number of texture samples increases for the Stats a ...
As the title suggests, whenever you attempt to add a third player using splitscreen, whenever the third player is created the viewport renders black. This only occurs when the viewport is sized to a ...
Crash occurs when attempting to add an actor component c++ class to a game mode blueprint if the actor component is tagged with the Within="GameMode". Found in 4.11.2 binary, reproduced in 4.10.4 ...