If a child anim blueprint has enough animations to go beyond the view of the asset override editor, the override editor will not show a vertical scrollbar until the window is resized. ...
Reported in SF [Link Removed] In scenes containing large numbers of certain Twinmotion assets, when activating Path Tracer, some of the assets will not render. The assets will render normally in St ...
Emitter modules that are set to the "High" detail mode are removed when changing the engine scalability settings to "low", but not replaced when setting them back to "Epic." The emitter is updated c ...
Splitting struct pins calls override warning after compiling a blueprint. The warning states that it will be removed once the asset is saved, however upon saving the asset does not disappear. ...
The volume does accept the change and if it gets moved the navmesh will rebuild with new area set. The core issue is that setting NavModifierVolume.AreaClass at runtime does not notify navigation sy ...
Static mesh components of blueprints with "Is Dynamic Obstacle" set to true do not correctly affect navigation when standalone mode is initially run. Once another object is moved and the navmesh is ...
Lighting channels do not function when the number of lights affecting actors is 79 or higher. Any number of lights that is 78 or fewer will honor lighting channel assignments. ...
UDN user reported a performance hit on Mac with the latest Hotfix release when the user is interacting with the editor either through keyboard or mouse input. This performance hit is noticeable whe ...
An example of this issue would be that after setting the color and opacity setting along the time line and then trying to click and drag that key frame it will set the value for the currently select ...
Changing LODBias on landscape sections causes a grass type placement issues. The grass will be floating and rotated incorrectly. Found in 4.18 CL# 3832480, 4.19 CL# 4033788, 4.20 Preview 1 CL# 4 ...