Some users are finding the result of an interp speed of 0 for the FinterpTo node to be unexpected. The reasoning expressed is that if the speed is equal to 0 that there should be no change. This would ...
When nanite is enabled on a static mesh, lighting contributions from Sky Atmosphere material nodes are not incident on the static mesh and no longer present in the overall lighting of the scene. Th ...
The comment describing UClass::HasProperty() indicates that it checks to see if a specified property exists in a class, or a parent of that class. However, when a property that exists in a child of ...
The linked project crashes on open after attempting to implement an interface and a duplicate of that same interface with different function names. This has not been reproduced in a clean project, h ...
This issue was originally reported specifically for Destructibles, but it appears to affect Skeletal Meshes, and static meshes when selected. When "Render in Main Pass" has been disabled skeletal an ...
This seems to be caused by the following:The struct, which has an actor reference property as well as some other properties, implements its own NetSerialize function.When the actor reference propert ...
At specific distances from a thin wall, surfaces inside of a sealed chamber can receive indirect lighting from outside, leaking light into the chamber. This appears to be due to how SWRT handles sa ...
There is code in the FIntVector class (IntVector.h) that seems to be copied from the FIntRect class which is a problem since FIntRect is two dimensonal while FIntVector is three dimensional. The one ...
Baked lighting on mobile has dirtied or pixelated lightmaps. When testing this issue I attempted to change various settings within the 'Lightmass' section and the changes made did not have much effe ...
UEditorValidatorBase::ValidateLoadedAsset() is not using the K2_ValidateLoadedAsset() output, effectively ignoring the Blueprint validation. The K2Result is not used later in the function, and this ...