Enable Collision checkbox does not affect static meshes from static mesh editor when set to false

Tools - Nov 24, 2015

Setting the Enable Collision checkbox to false in the static mesh editor does not alter collision on static mesh objects. ...

UE5.4 Preview 1 produces rendering artifacts on Landscape with World Position Offset

UE - LD & Modeling - Terrain - Landscape - Mar 28, 2024

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. ...

ContentExamples PostProcessing map demo 1.13 post process volume screen percentage is not low enough

Docs - Samples - Aug 19, 2016

The post process volume in ContentExamples for Screen Percentage is set to 90 which is too high to notice a difference. The documentation has it at 25 here: https://docs.unrealengine.com/latest/INT/ ...

Linear Color Struct values are changed when upgrading from 4.26.2 to 4.27.1

UE - Gameplay - Blueprint - Dec 2, 2021

It seems that changing the value to something different than the default of a Linear Color Struct variable, results in the value being changed when upgrading the project to a new engine version. Thi ...

Box Reflection Capture is placed with a different default scale value when placed from the Quick Add Menu

UE - Editor - Workflow Systems - May 5, 2022

Box Reflection Capture scale is set to 1.0, 1.0, 1.0 instead of 1,000.0, 1000.0, 400.0 when placed from the Quick Add Menu versus other placement methods. ...

Color space transform in the UI composition is incorrect on DX12 HDR (r.HDR.UI.CompositeMode=1)

UE - Graphics Features - Jun 11, 2021

Color space conversion in the UI composition is incorrect on DX12 HDR. In the main() function In CompositeUIPixelShader.usf, you can see the following color space transform.// sRGB -> RRT -> ODT ...