Water is missing, appears in strange blocks, or appears in wrong places due to incorrectly rendered WaterInfoTexture. The WaterInfoTexture is part of the WaterZone actor. ...
Context: Sockets are attach points that can be placed on a Static Mesh to attach an object to the static mesh. Problem: Importing an FBX that contains a socket from Blender to Unreal, the socket ge ...
Nanite geometry does not cast Distance Field Shadows outside of the clipmap range for Virtual Shadow Maps. Non-Nanite geometry does cast these shadows. ...
Including "TargetPlatform" as a private dependency of a code project created using the binary version of the Engine prevents the Editor from being able to package the project for Win64. Removing the ...
Any child class of UDataAsset (parent) will properly be picked up when the Asset Manager's Asset Base Class" field is set to the appropriate class. However a grandchild class (Child) with the same ...
When transitioning from AR map/pawn to Non-AR map/pawn the direction the phone is facing is applied to Non-AR pawn. Only occurring on Android/ARCore Also tested in Main CL #4229747 Tested with Pi ...
Collision does not appear to work properly on a static mesh that is set up with UseComplexCollisionAsSimple. ...
At low FPS particle systems with "Previous Tangent Recalculation" enabled in the Ribbon Data result in messy mesh generation. Found in 4.21 CL# 4753647, 4.22 CL# 6574378, 4.23 CL# 6925347, and 4.24 ...
Can not save the map file, if trying to edit a LevelInstance in a PersistentLevel where multiple LevelInstances are placed. The workaround is to open and edit the LevelInstance as PersistentLevel. ...
Lumen seems to not be using Large World Coordinates somewhere. The Lumen Scene develops artifacts at large distances (5000 KM) from the world origin. ...