Shallow water areas in scenes with exponential height fog will be brighter than they should be. Possibly due to the fog being applied twice in the SingleLayerWater shading model. ...
REGRESSION: YesWORKING: 3172292 (4.13.2)BROKEN: 3177600 (4.14) In the Content Examples Animation level, at Display 1.15, the rifles are offset from the character's hands for two of the skeletal mes ...
If the user moves the RecastNavMesh actor in the level, the navmesh will be offset each time they change a Display setting in the Details panel. ...
deleting the code "&& SimulationStages[i]->bEnabled" in UNiagaraEmitter::GetScripts will bypass the problem [Image Removed] ...
Components of Static Actors seem to be hidden in the Editor Details panel whenever IsEditorOnly is selected. ...
Vulkan Multibuffer Lock mechanism for ReadOnly does not appear to be implemented. Temporary workaround has been provided to licensee. ...
UPDATE: We were able to get around this issue by renaming our external drives. The actual problem is that Mono's xbuild fails to build UnrealBuildTool QA REGRESSION: YesWORKING: 2386770BROKEN: 23 ...
Mesh Distance Field quality varies greatly depending on GPU. Per UDN Licensee: On the GTX 670 machines we can see a very blocky, low-res result that behaves in weird ways when moving around the le ...
Curl noise force will not affect a Niagara particle regardless of strength. Current work around is to disable then re-enable "apply forces" under "solve forces and velocity" Found in 4.20 CL# 4233 ...