The flag is not propagated in FPrimitiveSceneShaderData::FPrimitiveSceneShaderData and so is missing in GPU-Scene primitive data. Need to add: .UseSingleSampleShadowFromStationaryLights(Proxy->UseS ...
This is a regression tested in //UE4/Release-4.27 CL18319896 Changing a Mesh's Build Scale doesn't update the Mesh's Bounding to the same scale. ...
Source: UDN ticket Stepping through, when SetSubmixSendSettings() is called on the SubmixSendVolumeComponent, the SubmixSendSettings on the Component initially get changed before the NotifyDataChan ...
This behaviour is only observed when implementing the function as a custom event from a blueprint interface. This behaviour is not observed in actors where the blueprint interface function is implem ...
Using a shared base material with both a Volume and Mesh renderer causes the emitter to render as a glowing box at the scale of the bounding box. ...
It appears that Texture Samplers for Virtual Textures do not respect the Tiling Method from the Virtual Texture Asset when the "Sampler Source" is set to "from texture asset". ...
This problem is reproduced on other widgets using MultiLineEditBox. ex.) description in source control commit log pane, comments in blueprints, etc. ...
A crash occurs when GetPropertyRef node is executed from a SubTree that is linked within a StateTree, which itself has been linked from a parent StateTree via a Linked Asset ** . The processing con ...
When a keyframe is added to a track in the Sequencer, undoing the operation correctly removes the keyframe, but it also unselects the actor. This becomes especially inconvenient when multiple actors ...