A DynamicNavMesh within a NavMeshBoundsVolume placed in a SubLevel will disappear if loading/unloading another SubLevel that has completely nothing to do with the DynamicNavMesh. Using a setup with ...
A black line will appear If a Rect Light is overlapping a mesh while a Directional Light has light shaft bloom enabled. This line will originate from where the edge of the source is overlapping the ...
Packaging an Engine plugin fails if another Engine plugin lists that plugin as a private dependency. In the two attached plugins, PluginA lists PluginB as a required plugin in its .uplugin file, and ...
When moving an instance static mesh between sublevels the number of instances being used will be set to zero. This happens when an empty actor is added to the level and then has an instance static m ...
UCanvasPanelSlot::PostEditChangeChainProperty not only does not call its Super function unless the anchor node has been set, but it calls Super:: PostEditChangeProperty instead PostEditChainProperty ...
Setting a custom stencil on meshes is not working when using a mobile renderer. This is working as expected in 4.20 CL# 4369336 Found in 4.21 CL# 4541578 and 4.22 CL# 4556068 This is a regression ...
Volumectric Fog causes Actors to render differently in each eye when instanced stereo in enabled. The left eye appears to render the scene correctly while the right appears to render the actors in t ...
UPlayMontageCallbackProxy::CreateProxyObjectForPlayMontage creates a proxy object and immediately calls PlayMontage. If the montage fails to play (no mesh component, no animinstance, Montage_Play it ...
Attempting to build the full UE4 solution for the Test configuration fails in 4.21. Most projects will build successfully, but a few will fail with various errors. Most of the errors appear to be re ...
Tilemaps using lit methods of rendering are subject to strange lighting behavior. If the material for the tilemap is using a 'masked' method of rendering. Lighting will appear at incorrect angles. ...