The licensee has traced the issue back to a divide by zero in UParticleModuleTypeDataBeam2::Update. If the Target and Source are the same then the beams magnitude will be zero. When there is a Nois ...
We are having a display issue with tiled landscapes displaying well below full tessellation in editor, but displaying fine in game. We can "fix" this issu by unchecking "Use Default Falloff" in deta ...
It breaks only when compiling the preview shader. Adding a preview weight to the Layer0 on the Layer Blend node fixes the problem. The source of the bug is in UMaterialExpressionLandscapeLayerBlend ...
Sub surface shading model has strange blotch color artifacts when used with ambient cubemap. Since the subsurface profile shading model can't be used with ambient cubemap I wanted to use the regular ...
Moving certain sub groups out of a group cause some of them to appear through a new datasmith import (in a new blank project), but most objects are still missing even with very small groups, and eve ...
Only checking the Desktop (Win+Mac+Linux) option in supported platforms for packaging results in warnings. Even though this one option should cover all three desktop platforms it still causes a warn ...
In practice, developer wants some Static-Staticmesh actors don't build lightmaps to save iteration time as well as Memory and Package size; but still want lit by Indirect lightings ...
Camera shake oscillations with blend out time do not play their full duration in sequencer. ...
Setting a shot's time scale to less than 1.0 will cause it to not be rendered. ...
Collision flipped when welding a skeletal mesh to a static mesh. Welding Skeletal mesh as parent actor does not cause collision to flip. Showflag.Collision 1 shows correct collision. (However px ...