Setting size of GameViewportClient gives different results on Android than in Editor OpenGL ES renders with the viewport origin in the bottom left, so that's potentially related to the problem. A ...
World Outliner selection does not update transform widget location during play. This issue can be easily fixed simply by reselecting the object, this issue only affects the first time the object is ...
The logic in the AssetManager to determine if a scanned Blueprint should be added to the primary asset directory is wrong if that blueprint has an active redirect targeting it. The simplest way to r ...
This is a trending Mac crash coming out of the 4.18 previews. Most of the project titles experiencing this crash mention "AR" It is the exact same callstack and crashgroup as [Link Removed], but th ...
The "LookAt AimOffset" animation node does not recognize the interpolation setting on its assigned Blendspace. This causes the animation to snap to positions instead of smoothly rotating to them. ...
When a project is reopened that contains structures, they will be corrupted with a hash code instead of their original values. If the "Break Struct" node is removed it can't be re added as it is not ...
"Depth Fade" material node does not work on Oculus Go with Open GL 3.1 active and Mobile HDR disabled. Seems very similar to [Link Removed] however disabling Separate Translucency or calling r.M ...
There is a difference in implementation and set of checks that are made in GetKnownPerceivedActors() depending on if you use specific SenseClass or leave it as nullptr (so it will return info for al ...
Noise Node Fails to Compile With Voronoi Noise if Ray Tracing is Enabled. Working as expected in 4.22 CL# 7053642 Found in 4.23 Preview 2 CL# 7321677 and 4.24 CL# 7437539 This is a regression ...
The Debug Focus Plane in the CineCameraActor does not appropriately respond to mouse input and position when the Manual Focus Distance is set using the eye-dropper. Tested in 4.21.2 (CL - 4753647), ...