When you duplicate a Parameter in a Material Parameter Collection instead of adding a new Parameter, the duplicated parameter always returns the same results as the source no matter the value entere ...
Arrays of structs do not register default values when the array is resized. Regression (no) issue (does) occur in 4.11.2 ...
Whenever defer spawning is used from the GameplayStatics library it is supposed change it's transform properties based on what is passed in as a parameter. Despite this, it seems the newly created a ...
It looks like the output of the debug pass is ignored, and the final output from the last frame before the pass was enabled is displayed instead. If the pass is modified to return a different textu ...
Material Nodes, particularly Constant Vector 3s and Texture Samples, become difficult to read when users overlay them like stacked cards. [Image Removed] Also reproduced in Main Promotable-CL-2548 ...
Playing a sequence more than once will have an incorrect player status on the first frame. ...
If a client attaches a scene component to a server authoritative scene component and that server component later has a change in attachment made on the server, the AttachChildren array on the client ...
With multiple Translucent Material sorted in 3-D space or via Transparency Sort Priority, if one of the materials uses refraction it will render on top of the others no matter position or sort prior ...
UNetDriver::DestroyedStartupOrDormantActors maintains a list of deleted startup (and dormant) actors. This is used to notify clients that have joined the server of Actors that need to be destroyed ...
The Vector Field Initial rotation module will have the same rotation for all instances of the same emitter. This is a regression from 4.22. ...