In AnimNode_ApplyLimits.cpp the inputs for the ConstrainAngularRange function are going to the wrong rotator values. The XYZ of the node's input vec3 is being stored in YPR of the clamped rotator, w ...
While working with DirectX 12 in the project settings, the editor crashes by check() code when attempting to create a static texture from a non-HDR Cube Render Target asset. This crash doesn't occur ...
The expected behavior for the attached project is to highlight meshes / portions of meshes that are obstructed from view. When using MSAA, the entire mesh is highlighted rather than only the obstru ...
Flickering is occuring when using a reflection material with screen space reflection enabled. Did not start occuring until 4.19 and beyond. Tested in: 4.23.1 CL#9631420, 4.24 P3 CL#10283392, 4 ...
Ambient Light on Volumetric Clouds from Sky Atmosphere always is calculated as if the clouds are at the north pole of the planet. Using a sphere-shaped Sky Atmosphere and Volumetric Clouds causes t ...
With a Tessellated Material, either Flat or PN Triangles, applied to a Skeletal Mesh when playing, the Mesh has excessive blur when in motion. If you use the same material and turn off tessellation ...
If a HUD blueprint and a UMG blueprint share a material. The material will not show up in Standalone Note: Sample project is attached ...
Systems that have more than one emitter that both have unique spawn rate curves will only used the most recently added emitter's spawn rate curve for all emitters. ...
Landscape material layers show "none" after generating weight blended layers in landscape paint mode. The landscape layers are painted as normal but do not show that any layer is assigned. ...
Currently there is no way to set painted Foliage instances of an actor be able to use lighting channels even though these can be set to movable in their properties. Since Instanced and Hierarchica ...