Widget components appear to be affected by lighting. This causes differences in color between widget components and widgets that have been added to the viewport. ...
I have managed to reproduce this issue in 4.18.3 and 4.19.2. In order to make the Capsule Shadow disappear:Indirect Lighting Cache must be used (Volumetric Lightmap works)Skylight must be set to 'M ...
From the User Submission: I spent some time poking through the FComponentInstanceDataCache code and noticed that there is no component instance data saved/applied for'native' component types, so si ...
Moving a folder to another location will change it's set color to default, however if you move the folder to it's original location, the color returns. ...
GPU particles will not take a changing input from Initial Color when using a Vector Parameter to control through a blueprint. ...
I was not able use the 'Draw Material' node function in conjunction with 'SceneColor' within the HUD Blueprint. However, as soon as I deleted the 'SceneColor' node within the material editor, I was ...
When it updates the red channel, the Simple Construction Script (SCS) gets re-run (via AActor::RerunConstructionScripts) on the Blueprint Actor instance generating new instances of all its component ...
After the timeline exceeds the sequence, the Material on the image reverts to default Red. This does not happen to the color on the font however. This does Not happen in Main and in 4.16.1 therefo ...
SceneTexture:WorldNormal causes decal to ignore Emissive Color. ...
TSR (and TAA) does not converge when interacting with the color grading widget, but while keeping the mouse still. This makes it real-time previews more difficult. The expected behavior would be tha ...