The merge actor tool no longer saves additional UVs used for the merged mesh. This was not the case in 4.13, but in 4.14 and later this information is no longer present. Also worth noting is that i ...
A licensee is reporting an audible pop when transitioning between levels with a sound spawned and playing at volume multiplier of 0.0. The original report was a discrepancy between the old audio en ...
Using a For Loop inside of a Blueprint Function or Function Library will always return index 0 when used in the Construction Script. This was reported and tested in 4.19.2 (CL-4033788). This was r ...
When the scrollbox as the child of multiple retainerboxes, the scroll isn't smoothing. It can see issue with PIE only. If it run with standalone (or package build) is fine. In SScrollBar::ExecuteO ...
When adding a RuntimeVirtualTextureOutput node to a Virtual Texture domain material, the RVT Output node overwrites any data being sent to the normal material node's output, which interferes with th ...
Shadows in the Lumen Scene from Lumen's Direct Lighting do not match the world when in the Lumen Far Field. This leads to shadows where there should not be any, and missing shadows where there shou ...
After compile, spawnable actor is stuck in spawned state ...
When switching between windowed and fullscreen modes during runtime the mouse position is reported incorrectly. Eg. A button with a hover over effect will play the effect when the mouse is near but ...
When an object is created procedurally with code and placed into the editor the collision analyzer will detect the object properly. If the object is then moved to another part of the level the coll ...
overlap events do not fire when collision components such as sphere or capsule collision components are added to a vehicle blueprint. Overlap events seem to register if the component overlaps with o ...