Package build fails after disabling VR plugins and launching the project The error message that pops up is: Fatal error: [Link Removed] [Line: 353] Missing global shader FPixelShaderDeclaration, P ...
There is a bug affecting DetailGroups in the engine. When adding child DetailGroups to a parent DetailGroup, the expansion state does not behave as expected and ignores the flags intended to control ...
Light functions do not work as intended with volumetric fog when using clamped mask textures which are not compatible with the light function atlas. In light functions materials, when using any UV ...
When using the pilot function a character actor with a camera actor cannot move around properly. This issue may be due to something with the LevelEditorViewport.cpp UpdateViewForLockedActor function ...
Node Comments don't appear until the node is scrolled over after it is entered This is a Regression. It was working in 4.13.2 but broken in 4.14. User Description: BP node comments hidden until m ...
The order of passes related to Decal rendering (without the DBuffer) and CustomDepth is changed by the CVar "r.Lumen.AsyncCompute", even when Lumen is not enabled. This causes Decal Materials that ...
When an actor that can be stood on and jumped off of is moved in a sequencer it's inherited velocity doesn't scale with the Sequence play rate. If you jump in the opposite direction the cube is goin ...
When using a SceneCapture2D within blueprints (as a component or actor blueprint) and moving the blueprint around while placed in the world (Capture Every Frame and Capture on Move enabled). The mem ...
Skeletal mesh's physics collision lag behind the actual mesh. It didn't matter if there was just a root bone or multiple bones/constraints. This doesn't happen when using static meshes. The effect ...
Context: Landscape patches are components that can be attached to meshes to affect the landscape as the mesh is repositioned. Problem: The problem is that when using "Texture Backed Render Target" ...