Since the change to Subsurface Profile shader in 4.14 their use with ambient cubemaps have started giving blown out results that come back either white or very desaturated in the viewport. The curre ...
A licensee has reported that the USkinnedMeshComponent::FindClosestBone function does not respect the bRequiresPhysicsAsset parameter, resulting in the bone returning bones that are not part of the ...
From https://udn.unrealengine.com/questions/444690/redirecting-ustruct-used-as-member-of-userdefineds.html In 4.20 it was changed so soft object ptrs pointing to classes work correclty with +ClassR ...
When looking at the details of a UObject contained in a Data Asset, some categories are shown even though they should not be. If a category is marked as hidden in the parent class, it will be shown ...
When looking at the details of a UObject contained in a Data Asset, some categories are shown even though they should not be. If a category is marked as hidden in the parent class, it will be shown ...
The DrawDebugString() function has to versions. One is the actual function to display a string of debug text in non-Shipping builds, and the other is an empty function that is used in Shipping build ...
From User: "Normally UE4 has an "Eject" button which is great for live-debugging your app, because you can see everything that's happening in your world, and see the World Outliner in realtime whil ...
When implementing Volumetric Clouds in a splitscreen game, the clouds on the second player's screen render incorrectly. If the Two Player Splitscreen Layout is set to Vertical, then the clouds rende ...
ZoneShapes do not reset visuals when being de-selected and re-selected. The last piece of the zone shape to be selected will still show as selected when the shape is re-selected, but using the edito ...
As reported by the customer in the related UDN case, when right-clicking a tree item on the Geometry Collection Outliner inside the Fracture Tool, the popup menu should display 4 options for setting ...