If a blueprint based on a custom World Settings class is set in the project settings then the editor crashes on open ...
Adding a material to a mesh that is affected by world position offset has reduced tessellation around the meshes edges. This is seen when viewed in wireframe and is influenced based off of the angle ...
Two of the maps in the linked user project are not rendering in stereo while using the Vive headset. The user is experiencing gaps appearing in the scene. It may also be important to note that thi ...
When viewing a point drawn by DrawDebugPoint, the point is about 100 times smaller when using an Orthographic camera instead of a Perspective one. ...
Differences in PIE and Standalone when attempting to set the Material for a Particle system within the construction script of an actor blueprint. I know there are probably some differences in how P ...
Objects in a scene are randomly culled when building a level with Precomputed Visibility enabled, and opening another level that has already pre-built precomputed visibility. A couple of things wor ...
Continuation of [Link Removed] Previous ticket addressed the crash. However, it didn't fix the FScoedLevelCollectionContextSwitch to allow for demo commands to be run from Execute Console Commands. ...
Using the Expand node feature on a macro from a macro library alters the current functionality of other instances of the macros that are in use(even though the macros themselves have not changed). ...
Created in relation to https://udn.unrealengine.com/questions/405764/is-it-possible-to-set-sequencer-spawnables-propert.html Issue relates to behavior of the Event BeginPlay and the propagation of ...
Value in an Enum in a Struct in another Struct assigned to a Map in a Component with the Component used on a Child Pawn Class can be reset upon editor relaunch. User submitted bug. (Unsure what int ...