We currently cannot do this because the material import option are not save in the asset import data, so it search only in the local folder of the reimport mesh, those settings should be saved ...
Suggested feature by a licensee and there have been a few use cases recently we've seen. [Link Removed] for vis ...
Within a UMG Widget Blueprint. Calibri font space between characters changes depending on the onscreen size of the textbox widget containing it. ...
See this UDN post. ...
The Niagara viewport does not adjust exposure when using the Auto setting for exposure. This is especially pronounced when using physically based values for skylight intensity. ...
When we use the FSkeletalMeshMerge utility, material slot names are lost on the resulting mesh. We should at least transfer the first slot name found for a given material. ...
If a base class function returns its own class as a literal value, the nativization process will emit the literal term as "GetClass()" rather than as the actual value (e.g. UBPBase::StaticClass()). ...
It looks like there's a hook missing to unbind the cloths before destruction of the array shown in the Clothing UI. ...
See Repro steps. Faces are selectable when either Allow Translucent Selection or Draw Brush Polys is enabled, but not when they are both enabled. ...