When a Directional Light is changed from static to movable, the materials in the level will appear dark. ...
Users are not able to get the drop down menu to show up when the combo box is applied to a 3D Widget (World Space) ...
Reimporting an asset after making changes causes loss of saved LOD changes when editing a static mesh. Similar issue was logged and fixed for SkeletalMeshes but this issue is still occurring for ...
Movie Player do not seems to play movie in some android devices. [Link Removed] You can simply run the attached project in android devices to see the movie is played as expected. ...
Seems like we are probably just missing a metadata check when drawing the details of the actor instance, and it is only doing the check for drawing ActorComponent details. ...
"Replace with child" does not work well with the NamedSlot widget after reloading the widget blueprint in Contents Browser. ...
Resaving the level using ResavePackagesCommandlet is a workaround. ...
When calculating the opacity mask, Nanite spline meshes do not have the correct World Position in the Material. This leads to visual artifacts when the mask relies on the world position. ...
Depth Passes for Masked Materials using Virtual Textures does not work correctly when it is in front of a Nanite Mesh and a Decal, resulting in black artifacts. Also tested on //UE5/Main, CL: 41024 ...
From 8/17/16 Tools sync: This is probably also happening in Sequencer. Think Sequencer should just auto-set this flag. ----------------------------------- If a SkeletalMesh actor is placed beyond v ...