Static meshes that use Nanite never write to RVT. We've been recommending a workaround to create a secondary non-nanite mesh component that only writes to RVT, but that is a big overhead for product ...
Video of issue provided by licensee can be seen here - [Link Removed] ...
Disabling collision on a Landscape doesn't work when using the Collision Preset 'NoCollision'. The Landscape still generates collision on Static and Skeletal meshes. ...
Result: Material will generate following HLSL code inside CalcPixelMaterialInputs(), which results in two PS texture lookups. MaterialFloat4 Local0 = ProcessMaterialLinearColorTextureLookup(Textur ...
UObjects returned from "Get Item Children" in a TreeView widget causes an engine crash, due to invalid pointers. User has proposed the following fix: The best fix is probably such: When Slate list ...
When the default value of an Instanced variable defined in C++ is changed, it is not reflected in the default value of an Actor placed on a Level. In the reproduction procedure, when the default v ...
There is a problem with rendering Grooms bound and attached to animated skeletal meshes when the mesh belongs to a stencil layer in both the Deferred Renderer or the Path Tracer. The groom does not ...
If a variable is renamed on a blueprint, then any child blueprints will lose their default values for that variable and reset to the parent's default value. This resetting only happens with the Chi ...
There is no manual clutch control exposed to users. For completeness this should be available via blueprint in the same way that the settering, throttle and brake are user controlled. ...