Importing custom pre-triangulated UCX collision data, can modify the topology of the mesh producing an inaccurate collision shape. ...
Adding a Bind Event node in different ways can create nodes with identical names (Bind Event to <Dispatcher>), but under the hood they are actually different nodes. Easiest evidence is that they ha ...
In splitscreen, Material node SphereMask causes Material Billboard to only be visible to first player's viewport. Found in 4.22 CL# 7053642, 4.23 CL# 8386587, 4.24 CL# 8557439 ...
When executing "ShowFlag.Rendering 0", it occur the memory leak because it can't run RHICmdList.ImmediateFlush(). The following code is a workaround. DEC_MEMORY_STAT_BY() is ImmediateFlush. Witho ...
Pooled memory will not be reclaimed from emitters with disabled LODs if Disabled LODs Keep Emitter Alive is checked. ...
We can see irregular spaces between string. They want to display outline font bodys in regular spacing. Or they want a checkbox option to change the behavior of the spacing. [Image Removed] ...
SceneCaptureComponent2D Anti-Aliasing does NOT work unless Post-Processing hidden show flag is toggled OFF and back ON again. This state persists only during Editor time. Upon restarting the Editor ...
State Machine events "Left State Event" and "Fully Blended State" not firing when animation is sequence is playing at the moment you enter/leave the state. ...
Specular Doesn't Affect a Material with the Eye Shader If r.IrisNormal is enabled. Found in 4.22 CL# 7053642, 4.23 CL# 8115738, 4.24 CL# 8302014 ...