Distance Fields generated for the 4 basic static mesh assets in the modes panel appear to have artifacts or low resolution. This is only affecting certain shapes that I can see. Adding in assets fro ...
When adding/removing pins on a Switch on Gameplay Tag Container node, it can cause a crash. There are multiple ways to get this to happen when deleting pins, the order given in the reproduction step ...
Deferred decal does not appear if GTAO is enabled. ...
When creating a UserWidget and creating a process to receive input events with Enhanced Input, input events may be generated multiple times in duplicate. To reproduce this problem, create a Widget a ...
TargetArray nodes are reported as invalid if played in Standalone mode and the blueprints they are contained in are not rendered. Playing in PIE however works correctly and all blueprints are rende ...
The new config object is created with the same serialization name as the legacy one "ClothConfigNV", causing the legacy data to be reset prior to migration. Replacing In UClothingAssetCommon::AddCl ...
This issue occurs when clicking on the Rebind Possesable References action in a Level Sequence editor. The component reference appears missing and won't work anymore. It is worth noting that when ...
Two instances of the same level sequence playing audio will cause the audio to stop playing. ...
Problems rendering higher resolution than 1080p from matinee with "Use Separate Process". Seems to render only part of the frame and is stretched. This is a regression from 4.10. [Image Removed] ...
OSSNull doesn't properly account for bShouldAdvertise or bAllowJoinInProgress. These should be updated in OnValidQueryPacketReceieved. (Note, bShouldAdvertise is explicitly ignored in LAN matches) ...