When debugging a blueprint using breakpoints, if you click the Resume button while you have Get World Delta Seconds running on tick, it will always return a maximum clamped value of .4 seconds (or l ...
There seems to be an issue with how Nanite tessellation and Landscape interact with two sided landscapes. When the camera's near clipping plane is past the landscape's surface the displacement of th ...
The DemoRec console command crashes the editor if used during PIE. Reproduced in 4.9 Preview 2 binary and 4.9 Releases (//depot/UE4-Releases/4.9/Promotable-CL-2643093). Does NOT occur in 4.8.3 bina ...
The logic in the AssetManager to determine if a scanned Blueprint should be added to the primary asset directory is wrong if that blueprint has an active redirect targeting it. The simplest way to r ...
BRANCH: MAIN CHANGELIST: 2322258 PLATFORM: Windows DESCRIPTION: When importing a mesh into the editor if there are multiple LOD setup meshes in a single FBX they will not import as a single asset w ...
Deleting a bound function from a widget sets the binding to None which causes compile to fail. Deleting a bound function from a widget sets the binding to None which causes compile to fail The li ...
Build: 4.2.1-2101290 Description: Currently, precomputed visibility volumes do not seem to alter occluded primitives, nor do they show visibility cells when r.ShowPrecomputedVisibilityCells 1 is en ...
If shot track ends short of the Master Sequence length, all actors return to default state. This becomes an issue when you need the actors manipulated in Shot 1 to maintain their "end state" into s ...
This issue is resolved by changing Paper2D's LoadingPhase to PostConfigInit, but this is a workaround. We suggest a better long term fix via AssetRegistry changes (see comments). In the default la ...
Clicking the GameMode Override dropdown in the World Settings tab crashes the editor. Also occurs with any of the sub-options for the GameMode. Does not appear to occur if there is not already an ex ...