In splitscreen, Player 0 view influences reflections for other player views. A user submitted the included test project showing the issue, and I have reproduced on 4.18.3 as well as 4.19.2 (see Spli ...
When upgrading a 4.19.2 project to 4.20 Preview 3 the Nav Area Class is changed to None instead of the value it was before the upgrade. Upgrading from 4.18.3 to 4.19.2 works as expected. This was t ...
When "r.EarlyZPassOnlyMaskedMaterials" is enabled, masked materials used with particles will flicker when close to the camera. Found in 4.17 CL# 3658906, 4.18 CL# 3832480, 4.19 CL 4033788, 4.20 CL# ...
This is an editor-only crash that's due to stack overflow/infinite recursion in UInheritableComponentHandler::FixComponentTemplateName(). We are recursively trying to rename other inherited componen ...
A user has reported that inputting Korean into certain types of text boxes in the editor using an IME results in delayed input. The user reports that this occurs with SMultiLineEditableTextBox in th ...
The screenshots below display 1920x1080pixel widget button. First one with Default DPIScaleCurve shows extra borders on the right and bottom. Next one with more precision shows no extra boundary. [ ...
This problem caused by incorrect initialization of RandomStream in the GPU particle. //PaticleGpuSimulation.cpp virtual void Init() override { ... check(AllocatedTiles.Num() == TileTimeOfDe ...
We may fix this issue by the following codes. FPakPlatformFile::FPakPlatformFile(): LowerLevel(NULL) ,bSigned(false) { // remove //FCoreDelegates::GetRegisterEncryptionKeyMulticas ...
This issue seems to be occurring on a variety of Nvidia cards. So far, I haven't seen any indication that it is affecting AMD graphics cards. The majority of the reports have indicating that the pro ...
When using an axis mapped input action such as looking around with a gamepad joystick, then opening a Common UI menu, the last input axis value will keep firing irrespective of the current joystick ...