The result can be somewhat improved by setting different scale values in the surface properties, but it's always more or less broken. ...
There is an issue with ramp-like textures where multiple corners are covered when you apply the mesh with the alpha channel on, there is a strange border that appears around the whole plane mesh tha ...
See the UDN link. This is currently possible with some material work, but should be made more robust to automatically look up the passtrough texture resolution and to deal with apps deployed in por ...
UI appears to support EventDispatcher reordering, however reordering does not occur. ...
Running the WrangleContent commandlet to try to remove unused assets from a project currently fails due to an assertion. ...
Actors created during PIE are not shown with the "All Objects" filter in Statistics window. Licensee also reports Texture Stats not working with "Selected Actors" filter during PIE ...
There is a line of code in PropertyEditor.h in FPropertyEditor::GetEditConditionPropertyAddress that is duplicated. It does not cause an issue but it is also an unnecessary line. The line is #695 an ...
Spline points are lost when compiling BP component. Component is used in PlayerCharacter. Spline Actor Casts to PlayerCharacter and calls a function on this component. Workaround: Open BP_SplineAc ...
Clothing data can not be applied after the mesh that had clothing data already applied to it has been reimported Error message "Failed to bind clothing asset "nameofmesh"_0LOD1 is already mapped t ...
When using Cast Hidden Shadow in splitscreen, the shadow from your character has severe shadow artifacts. This has been observed in 4.18.3 as well as 4.19.1. ...