Jittering effect with Physics Constraint Actor using Linear Limits. This only seems to affect the Physics Constraint Actor from the Modes panel, with the static mesh starts near the physics constrai ...
A licensee has reported a problem where having reroute nodes causes blueprints to always be dirty after being compiled when the new compilation manager is disabled. Regression?: No This occurred in ...
User report of an assertion that fires on editor reload during an attempt to reload an AIController-based Blueprint class with a dependency on a child Blueprint class, both created in a previous edi ...
Enabling bUseLoggingInShipping for a project prevents the project from being built for Shipping if the project includes replicated properties. This is only an issue with binary builds of the Engine. ...
The call to FMemory::Memset() in UTexture2DFactoryNew::FactoryCreateNew() appears to reverse the expected order of the second and third arguments. Most other calls to FMemory::Memset() appear to sen ...
When a post process anim Blueprint that uses a virtual bone is used in the Skeletal Mesh and the virtual bone is deleted from the skeleton, crash occurs -The Post Process Anim Blueprint is set in ...
There is a line of code in PropertyEditor.h in FPropertyEditor::GetEditConditionPropertyAddress that is duplicated. It does not cause an issue but it is also an unnecessary line. The line is #695 an ...
Landscape disappears from scene if added to a sequence, selected in scene, and the one of the tracks in sequencer(not the landscape that has been added) is selected again Landscape was added to t ...
Foliage disappears When Using sg.EffectsQuality 1 on Standalone. ...
There is an issue where Point lights with source length building static lighting in the incorrect direction, the axis in which the light to be built seem to conflict with the preview build. This iss ...