When adding a new subfolder in the Levels window all the sublevels in that parent folder move to the new sublevel. Currently you have to create all the sub folders then move the sublevels to keep th ...
All console variables overridden in Movie Render Queue are set to 0 after the render queue runs. It's because all cached previous console variables are reset to 0 just before they are written back ...
When I have the Epic Games Launcher open as I clean the Xcode project, the top right button will still read "Launch." Clicking on it after the Xcode project is finished cleaning causes the following ...
The Enable Base Submix toggle is ignored in the MetaSounds graph. If the sound is added to a level, it behaves as expected. The Enable Submix Sends toggle works as expected. ...
If the player imports the Vehicles pack into a blank project some of the cars blueprints will be corrupt and cannot be loaded. This appears to only happen to the Animation blueprints. ...
From [Link Removed] "There is still a bug happening with editing transformations on pause. If you play, then pause, and then edit a transformation, you have to press play twice to resume play (whic ...
If you run with -rdgimmediate -onethread you can get the callstack that indicates that MRQ is still attempting to allocate the full sized texture and not the individual tile size. ...
A pop can be heard when crossing the Air Absorption distance range while using an HPF. From Slack: "I tracked it down to specifically the HPF – it's when the filter turns on, it jumps instantly to ...
It appears that the Landmass plugin has a content dependency on the BlueprintMaterialTextureNodes plugin. If the BlueprintMaterialTextureNodes is not loaded, then the blueprint "/Landmass/Landscape ...
When using Mesh Painting on nanite meshes in 5.5 with 'r.VT.SplitPhysicalPoolSize' set to non-zero values (e.g. 16, 64), several issues occur, such as: 1. Painting doesn't update in real time (only ...