When reimporting meshes with changes to their material sections, specifically additions, there is no indication that there will be an issue on output of a generated mesh. Ideally, we can watch for a ...
Actors that are removed from the world have UnregisterAllComponents called twice. Removal can be caused by unloading a data layer that owns the actor. In cases like exiting the application or destr ...
When a Material Instance is loaded that has a nullptr layer in StaticParametrs.Materiallayers. The Material Instance will create it's own CachedExpressionData but the ConnectedParameterMask will be ...
New foliage is not visible when applying the paint tool and only shows up after the painting ends. ...
When working on the level editor viewport or testing on PIE, the visual appearance of additive/translucent lit materials changes significantly (and abruptly) when varying the camera FOV or the viewp ...
It was mentioned that the global invalidation should be toggled off during loading screen and subsequently restore the state after. A request was made for this dynamic behavior be part of the engin ...
Requested in https://udn.unrealengine.com/s/question/0D5QP000006g7Px0AI/auto-exposure-various Previously discussed in https://udn.unrealengine.com/s/question/0D52L00004vKeNJSA0/blending-postproce ...
https://udn.unrealengine.com/s/question/0D5QP000006g7Px0AI/auto-exposure-various Caused by inconsistent usage of ClampMin/ClampMax/UIMin/UIMax in Scene.h Ranges should also be modified based on ...
Material Instance Dynamic assigned to Spawnable objects with Editor Utility Widget get reverted when hit the Save button in Sequencer. This appears to come from the Material Instance Dynamic not be ...