The expected behavior for the attached project is to highlight meshes / portions of meshes that are obstructed from view. When using MSAA, the entire mesh is highlighted rather than only the obstru ...
Flickering is occuring when using a reflection material with screen space reflection enabled. Did not start occuring until 4.19 and beyond. Tested in: 4.23.1 CL#9631420, 4.24 P3 CL#10283392, 4 ...
With a Tessellated Material, either Flat or PN Triangles, applied to a Skeletal Mesh when playing, the Mesh has excessive blur when in motion. If you use the same material and turn off tessellation ...
If a HUD blueprint and a UMG blueprint share a material. The material will not show up in Standalone Note: Sample project is attached ...
Systems that have more than one emitter that both have unique spawn rate curves will only used the most recently added emitter's spawn rate curve for all emitters. ...
Landscape material layers show "none" after generating weight blended layers in landscape paint mode. The landscape layers are painted as normal but do not show that any layer is assigned. ...
Currently there is no way to set painted Foliage instances of an actor be able to use lighting channels even though these can be set to movable in their properties. Since Instanced and Hierarchica ...
Edit MattK: This is probably not UMG related. There is a grid like distortion when using a render target 2d in UMG on the Samsung Galaxy S3 ...
The Material should be contracting and expanding if it is working correctly, but after version 4.16 it is not. Instead it is solid in appearance in the material editor viewport. Below I have linked ...
Attempting to create landscape layer info from within the new landscape creation window crashes the editor. Workaround: create the landscape, switch to paint mode, create layer info in paint mode w ...