When a user changes any properties (for calling PostEditChangeProperty ) in parent static mesh or restarting the editor, the modified mesh is applied correctly. how to reproduce: [Link Removed] ...
Reflections do not receive SkyLight leakage contribution from a static SkyLight when static lighting is disallowed. This is caused by the function UpdateSkyIrradianceGpuBuffer checking if the SkyLig ...
In the rolling ball template, the new floor meshes cause the player character to jump when the player has not pressed any jump commands. It occurs more often if the players movement has been increas ...
r.Shadow.FadeResolution and r.Shadow.RadiusThreshold values in DefaultScalability.ini are not being applied ...
After hot reloading a project, if the class a blueprint is based off of was edited, the blueprint is unable to be saved due to being referenced in Engine/Transient. Project for Repro: [Link Removed ...
When a mesh has its collision updated during runtime the navigation around the mesh does not update. Workaround: If the mesh is set to simulate physics then updates to its collision will update nav ...
This is an infrequent Linux crash that has affected a few users in 4.17.1 Callstack from Log[2017.09.12-17.23.41:651][ 0]LogRHI: OpenGL MajorVersion = 4, MinorVersion = 5, ShaderPlatform = GLSL_43 ...
Changes done to BTDecorator_Blueprint result in users not being able to upgrade their BP-implemented decorators to 4.7. ...
Using old behavior by applying true to NMakeUseOemCodePage property solves this issue. in VCProject.cs// Project globals (project GUID, project type, SCC bindings, etc) { VCProjectFi ...