PCG causes crash when UGrassInstancedStaticMeshComponent is set as a mesh entry for the static mesh spawner node. ...
When exporting a Cinematic Camera as FBX and importing it back, all transforms and Camera view are shifted. This happens when in Level Sequence Actor has the property "Transform Origin Actor" set to ...
Refraction does not adjust the scene depth texture, leading to a mismatch between Scene Color samples and Scene Depth samples. ...
Nanite meshes marked Hidden in Game do not have selection outlines in the editor. ...
This has been tested internally using an editor utility widget yielding the same results. That small project is attached. BoundingObjectTest. 1) Open the project 2) Run the Editor Utility Widget ...
Landscape component edges can become disconnected when using Nanite Tessellation at the edges of weight-blended layers. ...
Packed level actors may not be updated after changing certain properties. Workaround: reload the level containing the PLA. ...
Expanding pins and moving nodes in the graph marks the Control Rig blueprint as dirty, requiring a recompile of the entire blueprint. Blueprints do not do this. ...
A crash occurs to the engine as when we when have unreal as a backgroud task, and we try to drag and drop a layer to another by selecting the layer visibility button. ...
This appears to be from an interaction between the Depth Fade Expression, clip() in a Custom Expression, WPO being enabled, and the fact that the pass that draws objects for the editor outline runs ...