Launching a game with the -game command causes the game window to not capture the mouse until the window is clicked. Regression: Yes - This behavior does not occur in 4.16.3 (CL 3561208) ...
Hierarchical Instanced Static Mesh component culls before it is completely off screen. This only seems to happen with more than 3-4 instance elements. This also does not happen with Instanced Static ...
UMG clipping requires stencil. Seems like we don't request stencil when creating backbuffer Changing const int EGLMinStencilBits = 0; to const int EGLMinStencilBits = 8; fixes this. ...
Vehicle movement is jittery on clients. This is most apparent when turning while driving. This was also tested in a packaged game with local multiplayer setup. Regression?: Yes This does not occur ...
The RF_WasLoaded flag is set to false for Blueprint instances in PIE if the Blueprint is edited and compiled. This is fixed by saving the level which is a simple workaround but this should be needed ...
The editor appears to have longer load time as compared to an older engine version (4.20.3 loaded in seconds while newer version appear to load the same project in over a minute) ...
BP instances placed in level cannot have their components' collision profiles modified to anything other than default and custom. Note that this did not occur in 4.22 (after applying the separate ...
The following code causes this behavior.// NiagaraSystem.cpp for (FNiagaraEmitterHandle& EmitterHandle : EmitterHandles) { EmitterHandle.ConditionalPostLoad(NiagaraVer); if (!EmitterHandl ...
There are a few issues a licensee has found with the skeletal mesh merge operation. See the UDN for more details and the proposed fixes. Note, the issue with the cloth merge is already logged in a ...
This is because the RebuildControlMappings function only checks this flag when you have a mapping that was already added, we should apply this for any new mappings as well. I'll update the repro s ...