If you merg actors with LODs with the setting LODSelection Type set to "Use all LOD levels" then apply a material to the element 0 assigned to LOD1 the engine will crash. NOTE I wasn't able to rep ...
Currently, we allow occlusion culling on WidgetComponents regardless of whether or not depth test is enabled. This makes it challenging to make a widget render through other actors in the world, sin ...
When using a billboard material as a component it will reflect incorrectly. This happens with both Screen Space and Planar Reflections. ...
LODBias causes landscape component to stop rendering if set >0 and Forced LOD set to -1. NOTE If Forced LOD is set to 0, the component renders correctly. ...
Changing class code causes class instance placed in the viewport to produce the warning message shown below upon hot reload. Also reported that callstack occurs but does not crash the editor. The ...
Dynamic Collections do not display any results upon being created. Please note that opening a project that had a Dynamic Collection already selected may show the results at first. This is only tempo ...
The Create New Asset Section for applying an image to a brush is directly under the mouse after clicking on the dropdown. If the user simply clicks (and does not hold down the mouse button) they wil ...
Users can create project with existing name of "Slack" which causes conflict with existing Slack.h. Call stack is log file. ...
While in Standalone Game Mode, Selecting Shift + F1 does not return mouse control to the user as in previous versions of the Engine. ...
When switching editor modes Realtime rendering will always switch back to enabled unless you are in "Place" mode. While in "Place" mode the editor will remember your setting for Realtime rendering i ...