The r.SSR.Temporal console variable value is always set to its debugging value of 0 instead of being at its default of 1 Tested in 4.21.2 (CL - 4753647), 4.22.3 (CL - 7053647), 4.23 P6 (CL - 798402 ...
OnComponentBeginOverlap and EndOverlap are called multiple times when moving in a Skeletal Mesh component's collision. This does not occur with a Static Mesh's collision. Test project available her ...
When creating a pose asset based on an animation and curves with a low number of keyframes if you switch between the pose assets poses, the curves will not be correctly timed with the animation beca ...
Texture format override to BGRA8 due to changes in CL-30603716. The following code can restore the previous behavior. void FShadowMapPendingTexture::StartEncoding(ULevel* LightingScenario, ITexture ...
"Distance Field Resolution Scale" in Build Settings is set to 0 by importing assets via "Import into a level". That causes not to genarate any distance field meshes of all assets imported via "Imp ...
This behavior is a regression in 4.12. Essentially we switched to attaching child components as part of the OnRegister() logic. This caused all root-level SCS components (including non-scene compone ...
The engine crashes when trying to reimport a skeletal mesh that has no clothing data. This seems related to https://jira.it.epicgames.net/browse/UE-86948. Found in 4.24.1 CL#10757647 Reproduced in ...
Hidden shadows aren't rendered when ray tracing is enabled. Found in 4.25 Preview 2 CL#12055273 Reproduced in 4.23.1 CL#9631420, 4.24.3 CL#11590370, 4.26 Main CL#12123513 ...
The description of projects packaged is defaulting to Unreal Engine. This is happening in development and shipping builds on Windows. Occurring in: 4.10.4, 4.11.2, 4.12.5, 4.13.1 and 4.13.2 ...
When using the Size Map to view the memory consumption of a generated HLOD actor, it reports it as missing. This could serve to be problematic when using a large number of HLOD actors to optimize t ...