When loading a Sub Level from the Persistent Level of World Composition, the offset of WorldComposition is applied when loading the Sub Level by itself. The offset can be applied repeatedly when rel ...
1. When a Material Layer is applied and there is no node connected to Anisotropy in the master material(M_Test_1), the material does not function correctly after packaging, although it works properl ...
Setting the default RHI for Windows to DX12 and enabling Forward Shading results in a crash when adding a texture sample parameter to a material. Found in 4.22 CL# 5660361 and 4.23 CL# 6074473 Wor ...
A Blueprint that references a macro from a macro library cannot be saved if the macro is deleted and then the deletion is undone. The following error is given: Can't save ../../../../../../UnrealEn ...
There is an error that is occurring when using movable lighting with objects and actors that are also set to movable. This issue does not occur with objects or lights that are NOT set to movable. V ...
User imported a custom image in the correct format to be used as an Ambient Cubemap within the Post Process Volume. Enabled detailed lighting mode by pressing Al+5 and the image has been tilted/of ...
Calling SGridPanel::SetRowFill on an actor's BeginPlay causes the editor to crash with the callstack provided The reporter mentioned SetRowFill uses if() statement where SetColumnFill uses while() ...
Actors with Net Load On Client disabled still appear on Clients when Use Single Process is disabled. Does NOT occur in packaged projects. Test project included. Set Use Single Process to false in E ...
Foliage spawned from Landscape Materials is rendering offset from the Landscape the material is applied to. I can reproduce this issue with or without Edit Layers enabled. I'm unable to reproduce ...
Event Dispatcher name changes do not propagate to related nodes until the editor is restarted. This does not appear to affect functionality in 4.7.2. In Main, the nodes must be refreshed to restore ...