Skeletal Mesh scales incorrectly if RigidBody node is used in Animation Blueprint and then the character blueprint is scaled. If the character blueprint is scale to extreme sizes (3.0) the effect i ...
There is an issue where Editor crashes when calling a "scroll into view" node with missing parameters. This issue should be caught when compiling the blueprint as one of the values should not be nul ...
There is an issue when attempting to build lighting with a large lightmass importance volume when you build the lighting the editor freezes. This issue appears to be a regression Versions tested: 4 ...
The EventReceiver Spawn module doesnt seem to take in parameters from linked Particle Generated Event. When setting the location of the Blueprint node (In Location), the relative position of the Par ...
Placing a rect light in between two static meshes causes the surface to be extremely bright. This will happen even though the lights settings are default. It will not happen if it is lighting just a ...
White artifacts will appear on the edges of static meshes with MSAA enabled. If you change to deferred shading the issue is still there however it is less noticeable. Similar to UE- Founding in ...
If you have a sub level with "Initially Loaded" set to true and "Initially Visible" set to false it will crash after exiting PIE. This issue was reported and tested in 4.20.1 (CL-4233996). It has ...
When importing a Solidworks 2018 CAD assembly, if the part in the assembly is a virtual part (denoted by brackets in the feature tree), a part that exists only within the assembly, the part and rela ...
The input removed the connection points are not re-indexed. So connected 'wires' stay on their places. That causing disconnection of the last wire as well as shift for every node that followed the o ...
Incorrect material element indexes when importing multiple meshes in the same FBX. If you re-import the mesh that has the incorrect material element index it will correct itself. Seems similar to [ ...