It is possible to get in a rare situation where PCG uses all Background workers while also having all its workers waiting on the FPCGLandscapeCacheEntry DataLock critical section. Since loading of ...
Consider an actor defined in C++ with "bIsSpatiallyLoaded" set to true (the default), and a derived blueprint that overrides "bIsSpatiallyLoaded" to false. Now consider an actor instance of that blu ...
There is an issue with UPROPERTY enums where the tooltip does not update as expected. When the DetailViewWidget is refreshed, the tooltips appear correctly. For example, ToggleShowingOnlyAllowedPro ...
The Remove-On-Break (ROB) feature, set on Fracture Mode on Geometry Collections (GC), was supposed to make the particle shrink until it vanishes. When the GC goes to sleep the shrinking stops and sh ...
Niagara particle sprites with a Translucent Material are glowing in a completely dark area. This issue is also observed with the deprecated Cascade particles. Particle brightness is also dependent ...
When using a Translucent or Modulate blend mode decal, the underlying shadow may become visible with VSMs, RT Shadows, and with the Pathtracer. When no normal is applied and a sphere is used to tes ...
When selecting an asset in a level instance that is being edited via LevelInstance/Edit, the silhouette of the object is visible through occluding nanite meshes. This has the effect of disabling th ...
Some Presentations containing Phasing will display all phases simultaneously in the Twinmotion Cloud after the Presentation is launched. Issue is consistently reproducible for affected Presentati ...
iOS package with Metal Desktop Renderer enabled crashes on iPhoneThis issue does not occur if Metal Desktop Renderer is disabled ...