Materials are correct in UE. It is not clear for me why the materials have tint. Possibly a remnant from the DCC. Sketchfab, UE, and Blender displays the materials cortrectly, without the blue tint. ...
When a WorldAlignedTexture node is connected to multiply and then to a base color output, the material cannot be compiled, giving an error about an undeclared local variable "Local27". Does not happ ...
Context The property 'DefaultStartingData' in AbilitySystemComponent can be configured from blueprint to spawn default attribute sets. This happens OnRegister. For runtime spawned actors like pawns ...
See additional info URL: Decals have oddities in how depth is perceived. It seems we're sampling the left eye depth for the right eye. Decals in ISR are drawn view-by-view rather than being instance ...
This is not a regression. We have 2 issues here. First we have different tiling for the different materials, since the way sketchup handles texture scale. They scale the UVs of the object instead ...
We're encountering an issue when using object tracks in subsequencer. When enabling blending on a subsequencer section, the object reference resets throughout the entire duration of the track. Inte ...
Some Materials in this glTF model will not use the correct texture on import. Find interior doors. They will be Green when they should be set to use Wood_Basecolor texture and not Wood_Basecolor1 ...
Attempting to create a class with the parent set to Trigger Base, Trigger Box, Trigger Capsule, or Trigger Sphere will fail to create the class ...
In the static mesh editor, choosing the Auto Convex Collision from the Collision drop toolbar and selecting apply will immediately crash the engine. ...