As noted by the user in the linked UDN question, this seems to be a problem with the PointLightComponent property on APointLight not having the VisibleAnywhere property descriptor. Also as noted, th ...
A Skel Vert/Surf particle system attached to a cloth actor spawns particles around the origin instead of around the actor. ...
DragDropOperation is removed when pressing esc button. but this is skipping OnDragCancelled so it can disrupt user's UMG drag operation logic. ...
When using Lighting Scenario, loading order will affect how it's applied to the instances, resulting in corruption if content is loaded after the lighting scenario ...
GPU Particles will always have a lifetime of one second when using a collision module. This is a result of an issue with how off screen timing is handled. GPU particles that are off screen should on ...
High priority item: "Hi guys, I was looking to a GPU capture of our foliage and all draws were set with the KILL_ENABLE register enabled. This register force off Early Z rejection since the GPU ha ...
A licensee reported a bug in rounding of a call to FJsonValue::TryGetNumber(int64&) with large values. In investigating this, it appears that equivalent problems also exist in FMath:: rounding func ...
When the material order of embedded fbx LOD change differently in LOD 0 and LOD 1, the LOD 1 is wrongly assign when re-importing. ...
We use the NumNonClothing section number to iterate in the sections, this is an error if the cloth sections are not at the end of the sections array. See the following picture of a search on NumNonC ...