A user has reported that when an actor blueprint enables Generate Optimized Component Blueprint Data, default instanced objects of components are not properly duplicated in cooked builds. This resul ...
When a material with WPO effects and MaxWorldPositionOffsetDisplacement is applied to a foliage mesh, foliage applied to a map will no longer work as expected with density scaling, especially after ...
Reported by a licensee. More discussion in the linked UDN case. "Sometimes the WorldPartitionBuilderCommandlet will fail after encountering this error:" Error: Assertion failed: HierarchyNodeIndex ...
In a static lighting environment, moving static objects no longer marks the built lighting as invalid. This prevents the on-screen warning from appearing. Regression introduced in CL: 25964466 on / ...
An imported file that resides within the project's folders gets a relative path. That path is not updated it you copy the uasset to another folder, so from the location of the new asset's the relati ...
When a specific configuration of HDR cvars are set, PIE in a New Editor Window will not render the game world. Settings (For DefaultEngine.ini): ```[SystemSettings] r.AllowHDR=1 r.HDR.Display.Color ...
With net debug drawing enabled, an extra debug box is drawn around some actors to indicate if the actor is always relevant or if it is distance culled. However, the strange size of this box makes ne ...
When the Lit > Actor Coloration > Affects Navmesh or other Actor Coloration mode is used, Nanite meshes apply lighting differently than non-Nanite meshes which can make it difficult to use the Actor ...
The Material Instance UI doesn't show the correct parameter values when the logic is moved from the material graph into a material function used in that material graph. Example setup showing the wr ...