Cull Distance Volumes cause objects within them to disappear from the World Composition window if they are culled out at runtime. Regression (no) issue (does) occur in 4.12.5 ...
A canvas panel is created for blank widgets when reopening the editor. The canvas panel returns when the editor is restarted if the widget is empty ...
The comment for LeapHandGrabbing( ) states grab strength is 0.5 when HandClosed( ) only returns true when grab strength is equal to 1.f. ...
References for a return node do not appear to update when changing the class settings for the "Create widget" node. The return node does not appear to update the expected out put and instead throws ...
If the static mesh has Mirrored UVs on channel 0 it will mess up the "Unwrap UVs for Render" functionality even when using a different channel for UVs that don't have mirrored UVs. ...
Cannot redock designer tab after the tab has been hidden. There is no way to get the tab back for the designer tab after undocking it and hiding it ...
When you use the console command for ShowFlag.Rendering 0 the screen multiplies. This happens on both iOS and Android devices ...
When an actor is added as a child to another actor's child actor through the world outliner, updating the editor viewport causes the added actor to become unattached from the child actor. ...
When setting a particle system to be active after deactivating the remaining particles still floating in the air from earlier will flicker. This is harder to reproduce when smooth frame rate is enab ...
If you check "actor hidden in game" in the details panel and then set that value to false durring runtime, any particle system component attached to that actor will remain hidden. ...