When applying a Post Process Material Instance as a blendable element in a Post Process Volume with the blend radius set higher than 0, the post process will blend the Master Material's inputs with ...
After enabling forward shading materials with their decal response set to "normal" have incorrect shading. In the example project there are many pointlights and their specular highlight doesn't disp ...
With 4.15, I can move Foliage to "Sublevel B", but I can not move it with 4.16. It seems to be affected by the update in 4.16 (New: When moving a foliage asset to a new level, you will now be prompt ...
GPU emitter doesn't spawn particles at expected location when it is an event receiver. Also disabling Interpolate Spawning in the emitter properties affect this behavior as well, making the particle ...
When selecting "affect pivot only" and choosing "center pivot" on 56 objects in 3DS Max 2019, 4 of them imported into Datasmith as Actors and not StaticMeshActors. This makes it seemingly impossible ...
Might be a simpler repro than this, but take a look at revision 1 of PreRolledBoxes in FortniteMain to see an asset affected by this. It was duplicated from StoreRoot which had breakpoints in some o ...
This issue is caused by the backout in 38341618. The original code that went into 5.0 affects serialization by changing the UCS modified properties. When upgrading, the override is lost because th ...
Items attached to the Skeletal Mesh in the World Outliner can alter the Mobility of the Skeletal Mesh. Licensee specifically does not want to have any automated changes to asset mobility to happen ...
When you have a multi-material mesh assigned to a blueprint in which one of the material elements is set to a Dynamic Material via the Construction Script, you lose the ability to set teh other elem ...
Using Ctrl+Drag in 4.8 will not affect the location of selected actor if the viewport camera is facing away from selected actor. In 4.7.6 the actor would travel along the X axis even if the camera ...