With Root Motion From Everything enabled, a Blend node gives different results when feeding it Animation Sequences directly or when first using a Cached Pose. *Simple test project attached Two sce ...
ShaderComplexity doesn't work correctly with ScreenPercentage Original(ScreenPercentage: 83.33)[Image Removed] ShaderComplexity[Image Removed] ...
When a material has a static bool parameter AND this is overridden in a material instance, Trying to change Blend Mode or Shading Model under the Material Property Overrides crashes the editor. Thi ...
Both internally in a handful of one-off cases and externally we've seen cases where material functions have incorrectly resolved causing a crash trying to use the input/output expressions. Most case ...
ScreenAlignedUVs does not handle OpenGL space properly. There are differences in Metal and OpenGL window coordinates, so it works correctly for iOS and not for OpenGL. ...
Stationary light in a blueprint gets displayed with red 'X' in Blueprint Editor viewport after opening the blueprint for the second time. ...
Transform track for a spawnable Empty Actor always shows 0, 0, 0 and it can't be edited. I could repro this in 4.17.2 and 4.18 Preview 2. This does not happen in 4.15.3 and 4.16.3. So this could b ...
A model's Capsule Indirect Shadow is visible in Game View, even when a model has "Actor Hidden in Game" enabled. The shadow does not get displayed in PIE. ...
When importing a LOD model, LOD material can get added as element 0, not preserving previous material assignment. It's not possible to re-order/delete the automatically added Element 0 WorldGridMat ...
When playing in viewport, the user is not able to see the collision of a mesh marks as hidden in game if they run the "Showflag.collisionpawn 1" console command. ...