The expected behavior occurs in 4.19; unexpected behavior occurs in 4.20 and 4.21. Marking this as a regression. Per User: Reading the LightAttenuationTexture in a material receives interference ...
If multiple game objects are selected at once and their text field is edited, instead of getting N events, it produces N-squared events. It looks like FPropertyHandleBase::SetPerObjectValue is call ...
When playing in non-single player game in the editor (either set # players or check dedicated server checkbox), the editor will crash when the play session ends. Regression: Yes - editor does not c ...
When rendering out the Buffer Visualization Targets with the HDR setting on, the resulting Scene Color EXR is rendering significantly washed out compared to the Buffer Viz. in the Editor and if comp ...
This only affect Launching on code projects. Packaging code projects works fine.LogPlayLevel: Program.Main: ERROR: AutomationTool terminated with exception: AutomationTool.AutomationException: Unabl ...
When there is a Retainer box with the visibility set to "Self Hit Test Invisible" and has children, the children cannot be interacted with. Children such as a button cannot be clicked. This issue c ...
This is a common crash affecting users in the 4.16 release. Users have not provided any descriptions. Source Context 775 { 776 ULandscapeInfo* LandscapeInfo = nullptr; 777 ...
If a virtual texture physical pool becomes oversubscribed the current behavior is: Log a one time only warning: ''Failed to allocate VT page from pool...' Continue to evict the least recently used t ...
When using instanced meshes in a Blueprint or in foliage tool the indirect lighting cache will not correctly light these meshes. I've include a sample project with map to demonstrate what the lice ...
When docking a blueprint as a tab in the main viewport the sprites and other actors placed in the default scene (including player start) begin to flicker. This flicker persists until you close and ...