New foliage is not visible when applying the paint tool and only shows up after the painting ends. ...
The code in MovieSceneSkeletalAnimationSystem.cpp storages montage data on a per skeletal mesh component, per section basis. This (and a few other bits of logic) cause issues for external UDN user w ...
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 ...
This appears to also occur on meshes that aren't set to Enable Nanite at all. [Image Removed] ...
This appears to be from an interaction between the Depth Fade Expression, clip() in a Custom Expression, WPO being enabled, and the fact that the pass that draws objects for the editor outline runs ...
The DumpShaderStats console command doesn't output any shader stats because the code to calculate that information in DumpShaderStats (Shader.cpp) is commented out https://github.com/EpicGames/Unrea ...