Currently some (if not all or most) foliage CVars affect both foliage and HISMC. It would be nice to split this so that users can change the values of one without affecting the other. ...
This does not just work with BaseColor, you can affect any of the outputs by connecting something to a disconnected CreateMaterialAttributes. ...
For map placed blueprint actors with components with property modifications, when triggering Reset Instance Changes to Blueprint Default from the actor instance's Details panel, any components with ...
For many years there has been a static function on UEnum called GetValueAsString which would convert an enum like EAttachmentRule::KeepWorld to the string "KeepWorld", if you passed in the explicit ...
A Blueprinted actor's construction script time can be affected by the complexity of an opened level Blueprint. ...
When setting the LODbias via the device profile for a specific Android GPU it does not appear to have an affect on the textures when run on the device ...
If you place a deferred decal in the world and then set the view mode of the viewport to "Shader Complexity", the decal doesn't affect the complexity value. ...
Property Coloration View Mode is not supported by Nanite. (Left cube is Nanite and isn't affected by the Property Coloration view mode) [Image Removed] ...
Texture sample DIs no longer work when used with Niagara Parameter Collections. This seems to affect Volume Texture DIs based on customer reports, but I have not confirmed this. ...
Reproduced 6/6 times. This seems to affect all "Set" functions for Geometry Collection Components, such as Setting Object Type from Static to Dynamic, or changing Collision Type. ...