If any light source is deleted, and a single light has its visibility state changed in LightMixer, all the other lights in the scene that were invisible turn visible. The behavior only shows after d ...
Ensure: Error LogOutputDevice Ensure condition failed: SequencerRefCount == 1 [Link Removed] [Line: 967] 1. Error LogOutputDevice Multiple persistent shared references detected f ...
When shadersymbols are requested, cooking shaders writes the symbol files into {Project} /Saved/ShaderSymbols/<PlatformName>. These symbols are written by the function FShaderSymbolExport::Write ...
The gamemode settings under world override do not save once the project has been saved, closed and reopened. ...
The preview Viewport in the Material Editor does not correctly render World Position Offset. It appears that the RenderVelocities pass (which is also drawing the depth for the preview sphere) does ...
The Ease function's Blend Exp reverts to its default value after closing/reopening the editor. Reproduced in 4.6.1 binary and in Main (CL-2408355). ...
Physics object set to OverlapAll will still collide with the player User Description: The pawn is simply colliding with and causing physics on objects it shouldn't be. To replicate: Set up a new ...
This bug removes foliage from a level when the Component Blueprint is compiled. Switching the Foliage type asset to another component will cause the issue to stop occurring. The Component Blueprint ...
ServerTravel from a map with a GameMode set to Use Seamless Travel and then ServerTravel back from a map without Seamless Travel enabled will crash the editor. Reproduced in 4.7.1 binary and Main ( ...
If a project is packaged with a plugin that contains a custom struct and a function that takes that struct as a parameter, the game will crash when the executable is run. [Link Removed] ...