From licensee:When a material instance is applied to a landscape in a scene and the user resets param in that material instance, that edit is not applied to rendered landscape (while it is if the ma ...
Attaching other actors to a child actor (actor spawned by ChildActorComponent) fails to serialize correctly as part of the map. The attached actor loads as detached and resets its position back to w ...
When validating a changelist, unrelated errors to the changelist can appear. Here's an example of running the validation on a cl named "temp cl" which just contains a single actor "Cylinder". The A ...
When geometry collection is set as nanite, there is no non-nanite render data cooked. This means that there is no fallback if the cooked build uses r.nanite 0. This used to work with some code worka ...
SetPrimaryAssetRules sets the "is overridden" variables (e.g. bOverrideApplyRecursively) based on a comparison with the global default rules:static FPrimaryAssetRules DefaultRules; ... ExplicitRu ...
From UDN: When using the Combined Translate and Rotate Mode we run into an issue where the rotation arrow moves twice as fast as the coordinate frame. The object itself rotates correctly, but if we ...
It looks like the output of the debug pass is ignored, and the final output from the last frame before the pass was enabled is displayed instead. If the pass is modified to return a different textu ...
When the function UDataTableFunctionLibrary::FillDataTableFromCSVString() is used from Editor Utility Blueprints or Python Scripts, and the contents of the affected Data Table are currently being vi ...
This comes from this UDN : [Link Removed] It occurs with this setup : [Image Removed] , where Set Material Attributes expressions act as inputs to the Landscape Layer Blend material expression. ...
Running with `r.AsyncPipelineCompile=0` causes the issue not to happen. It fails to open about 4 times out of 5. No such problem in development build., it always succeeds. We noticed that if we de ...