Translucent particle systems exhibit visual artifacts when the camera moves, even though motion vectors are disabled for the particle emitters. While switching the Translucency Pass to "After Motio ...
Constraints (UTickableConstraint) are usually created throuh the "Animation" tab available in the Editor's "Animation Mode". When created through that interface while Sequencer is open, the internal ...
Copying a grouped MaterialInstanceParameterDetail property that has spaces on it's name does not enclose it in double quotes, and later pasting won't work as expected. The licensee noticed this in a ...
Context: Landscape patches are components that can be attached to meshes to affect the landscape as the mesh is repositioned. Problem: The problem is that when using "Texture Backed Render Target" ...
The following Niagara usage pattern results in either a crash or in incorrect data being read from a Particle Attribute Reader: Emitter Spawn Stage – A module has an Attribute Reader input specifie ...
Plugin fails compile in 4.11 / 4.12 due to redefinition of class/struct type (locally). AH user reported LNK2005 error when compiling in 4.11 Regression: YES? - Project with the attached plugin co ...
When playing in editor, if you fire your weapon at a trigger volume, the projectiles will bounce off of the volume, regardless of the fact that the collision is set to Query Only. This collision als ...
Selecting the default character/skeletal mesh (or any skeletal mesh) in the viewport, right-clicking and transforming it so it mirrors on the X,Y, or Z axis will cause the physics to act erratically ...
If a component is created/setup through code and set as the child of a mesh component, clicking the magnifying glass in the Parent Socket field does not bring up the list of mesh sockets to attach t ...
When using multiple collision boxes with the mesh scaled in a negative axis while the collision boxes are rotated that the rotation is not taken into account when using the negative scale. ...