When Cast Shadow and Self Shadow Only in the Lighting Section of the Details of a mesh, the light will randomly hit the mesh even though it is in a shaded area. Light appears to flicker and will com ...
When a user sets Window's scaling to 150% or higher, some menus in Unreal Engine go off the screen and users are unable to select some options. Found in 4.18 3709383 Reproduced in 4.17 3658906 an ...
Calling the function FTabSpawnerEntry& RegisterNomadTabSpawner( const FName TabId, const FOnSpawnTab& OnSpawnTab ); to display the name of a new plugin causes the name to be displayed twice. In t ...
When unlocking FPS in Viewport it defaults to 120 instead of potential max FPS. If you do this during Launch the 't.MaxFPS 0' or 't.MaxFPS -1' commands unlock the FPS to the max the GPU allows in th ...
REGRESSION: No, this is based on an older bug ([Link Removed]), but with new steps to reflect new editor behavior. When creating a blueprint from the Details panel, there isn't a unique tooltip for ...
The Get Mouse Position on Viewport node does not appear to give the correct position of the mouse in the viewport. The further the mouse is moved away from 0, 0, the greater the discrepancy appears ...
Using the Expand node feature on a macro from a macro library alters the current functionality of other instances of the macros that are in use(even though the macros themselves have not changed). ...
After compiling, the variable disappears from the variable list which prevents the user from deleting it and being able to recompile the level succussfully Not a regression as it occurs in 4.18.1 a ...
Reference to child actor is invalid when compiling the parent blueprint. In this example, when compiling blueprint 'A' the print string result will say that "Child Actor ref is INVALID". However, if ...
(User report) Attempting to build 4.18 Linux using v10_clang-5.0.0-centos7 results in an error: specified path differs in case from file name on disk Note: There is another issue reported in the sa ...