From reporting UDN: "We had a weird issue with new components added in C++ not being instanced properly on non-direct Blueprint children. It seems to happen if loading of the parent BP is deferred ...
When the cvar "r.VolumetricRenderTarget.PreferAsyncCompute" is enabled, it will cause Volumetric Clouds to ignore the influence of Volumetric Fog. In high-fog environments, this can cause the clouds ...
Within a Level Sequence, it's possible to override the transform (OriginOverrideLocation) of a ShotTrack. This generally works as expected — all nested ShotTracks should inherit and apply the transf ...
Context Foliage Mode is a set of tools that enables you to quickly paint or erase sets of Static Meshes or Actor Foliage. Level Instancing is a level-based workflow designed to improve and streamlin ...
When a user creates a blueprint node of their own that is used to spawn a user created object, the project becomes unable to be saved after the blueprint is put into use. ...
After enabling forward shading and disabling "Support Stationary Skylight" opening a static mesh in the static mesh editor will crash the engine. REGRESSION? Yes Crash Did NOT occur in 4.15.1 CL ...
Observed by a licensee: [Link Removed] When a material instance points to a material, and the material is edited to change a texture and the material and material instance are saved, the material i ...
If a user syncs to an asset through the editor (right-clicking it in the Content Browser and selecting Sync), the asset will not update until the editor is closed and reopened. Note: This issue is ...
The desired behavior from a user perspective here is that they'd be able to use Static Switches in a decal master material to toggle different features and behaviors. In the above setup, if I set th ...
Chaos Modular Vehicles Examples does not replicate properly and it's easy to reach a state of desynchronization where the state stops being replicated and position/rotation of cars mismatch. As an ...