Starting with an asset (static mesh for instance) with a precise rotation value (such as a whole number) in the details panel will result in a imprecise, slightly fractional off value when rotated ...
When the Cable component is set to specific rotations it will no longer render the cable actor that is attached to a mesh. Image is attached with multiple setups. Workaround to get it to render: ...
When running in Dx12 on Windows 10, the editor will crash if you click on a bone that you wish to edit in the Skeleton tab of Persona ...
A licensee is reporting an audible pop when transitioning between levels with a sound spawned and playing at volume multiplier of 0.0. The original report was a discrepancy between the old audio en ...
Instance Static Mesh element is not rendered if array element is removed and another is added. The collision is still present and the instance count will still register as if the non-rendered elemen ...
When using any collision preset other than QuerryOnly, the collision properties cannot be changed when the actor is in the Viewport. ...
When the scrollbox as the child of multiple retainerboxes, the scroll isn't smoothing. It can see issue with PIE only. If it run with standalone (or package build) is fine. In SScrollBar::ExecuteO ...
When adding a RuntimeVirtualTextureOutput node to a Virtual Texture domain material, the RVT Output node overwrites any data being sent to the normal material node's output, which interferes with th ...
From the User Submission: I spent some time poking through the FComponentInstanceDataCache code and noticed that there is no component instance data saved/applied for'native' component types, so si ...
UDIN virtual textures appear to have row 0 (U coordinate [0 - 1) swapped to the other side of the texture vertically. ...