When a static mesh that is placed in the scene begins to transition using dithered LOD, The LOD that is being transitioned away from will "POP" in at full opacity for a moment just before the dither ...
This was the simplest solid repro I could get on this bug. The callstack is similar to [Link Removed] Also came across several Shader Compiling Manager crashes while attempting to repro this crash ...
When in Simulate mode, selecting an actor that is set to simulate physics will cause other actors with Mobility set to "Movable" to no longer move during Simulate mode. ...
This crash occurs when you create a landscape, then create and save a material. Note The crash does not occur unless a landscape was created first I came across a couple of crashes revolving around ...
When a particle system component is created in code, the particle system component will appear at world origin rather than parent actor origin if AttachToComponent / SetupAttachment / etc. is not ex ...
Cannot change Collision Response channel once component is custom selected from scene. This is only an issue if the component is selected by first selecting the actor in the world (scene), then sele ...
Texture appears flipped when launching on to HTML5. The image appears to get flipped upside down. ...
Edits made to a struct that is a member of another struct can cause the parent struct to no longer compile and cause save errors. ...
A child actor rotates incorrectly if the parent has negative scaling on one axis and more than 1.0 scaling on another. The child/parent relationship was created through the World Outliner. Licensee ...
A crash that is possibly the result of a circular dependency can occur if a Blueprint containing an ActorComponent with instanced UObjects and a variable that is a type of a child of itself is opene ...