Blocky artifacts and flickering are sometimes visible when using VRS and decals. Setting r.VRS.Decals=0 removes the flickering. See Additional Info URL for details. ...
When creating Physics Assets, either by automatic creation upon import, creation from skeletal meshes already in the project, or when we press Generate All Bodies (bottom right of a opened Physics A ...
Swapping the C++ Root Component from a Child BP class, pressing Save, Compile, but not Saving afterwards, will leave the Root Component in a locked state, meaning the it cannot be viewed or edited i ...
There is an error with the SmartMacroInterface, where you can't use an empty wildcard "Make Array" node. This error makes the blueprint not compile and the macro unusable. Disabling the bUseSimpleWi ...
User reports that they've been running into an intermittent crash in Pose Search during Cook. Pose Search attempts to index data outside the bounds of an array. Based on the logs, each asset seems t ...
When working in the "Landscape" editor mode, in both the "New" and "Import" tools, it is possible to import a single heightmap, as well as a weightmap for each layer. Each of these maps can come fro ...
In Niagara, Mesh Renderers expose a "Meshes" array for selecting the meshes to be rendered. On each array entry, a property "Mesh Parameter Binding" is available and allows the user to override that ...
Key repeats from the OS do not affect the EnhancedInput normally, but it causes inconsistent event triggers when FlushProcessedKeys is called with holding a keyboard key down. Removing references t ...
Context World Partition - Hierarchical Level of Detail (HLOD) system uses custom HLOD Layers to organize large amounts of Static Mesh Actors and generate a single proxy mesh and Material. Problem T ...