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 ...
Issue reported by one of our licensee on the Japanese UDN https://udn.unrealengine.com/questions/480660/view.html ...
Changing the screen settings to Fullscreen through code or blueprints results in a crash. This only happens in the source version of 4.23 and does not occur in the binary version of 4.23. I have att ...
Spline Mesh Components lose their collision in a packaged game when spawning them at runtime, or modifying them via 'Set Start and End' function at runtime. ...
This bug causes an editor crash. This crash occurs when changing the default values of a UStructs properties that are used as EditConditions, when they are set to InlineEditConditionToggle within a ...
When the user attempts to place an object on a tracked plane it slides around the environment not staying in the expected place. Using the ARDebugcheck project with the show planes option you can se ...
Starting in Unreal Engine 5.6, disabling "r.Lumen.ScreenProbeGather.ScreenTraces.HZBTraversal" can lead to light leaking between adjacent or overlapping meshes. Also tested on Release-5.6, CL: 4523 ...
Adding a UStaticMeshComponent pointer to a class derived from StaticMeshComponent allows for two meshes to be set by a single component. Setting two meshes inside a blueprint this way will only allo ...