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 ...
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 ...
When a Material uses WorldPositionOffset, the MaterialTextureScale is calculated incorrectly because FMaterialUtilities::ExportMaterialUVDensities() calls FMeshRenderer::RenderMaterialTexCoordScales ...
Reproduced 3/3 times, issue does not occur in //UE5/Release-5.0 - CL 20979098 Binary. Confirmed Regression. LiDAR plugin is version .08 in UE5.0.3, and version 1.0 in UE5.1.0 ...
A material on a landscape with WPO will cause major ghosting, even if that WPO is a dynamic {0,0,0} ,such as from a black texture. ...
UI rendering in PIE and UIrenderer rendering in MRQ produce different output results. This is because when dealing with fades in the UI, the rendering results should not be different. Workaround ...
Users have requested that light depth and light position are made available to Light Function Materials.Light Depth We seem to be calculating the per-pixel distance from the light to the surface in ...
Here is a work around bool FTriangleMeshSweepVisitor::VisitSweep(const TSpatialVisitorData<int32>& VisitData, FRealSingle& CurDataLength) { ... if (CullsBackFaceSweepsCode != 0) { if ...
There is a discrepancy is how the output volume of a submix is calculated when the effect chain is and is not populated. When there is no effect on the submix, the Dry Level adds additional gain to ...
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 ...