After enabling forward shading materials with their decal response set to "normal" have incorrect shading. In the example project there are many pointlights and their specular highlight doesn't disp ...
After enabling forward shading and disabling "Support Stationary Skylight" opening a static mesh in the static mesh editor will crash the engine. REGRESSION? Yes Crash Did NOT occur in 4.15.1 CL ...
When adding an interface to a blueprint, only blueprint created interfaces are available. Engine / custom interfaces written in code are not listed. Regression: Yes - custom interfaces are present ...
If a Box Collision component is set to simulate physics, calling "Set Box Extent" causes the editor to crash. Workaround: Setting Collision Enabled for the box component to "Physics Only" or "Query ...
When a component class contains an instanced reference to a UObject class that is EditInlineNew, adding the component to an actor makes the UObject properties uneditable in instances of the actor. ...
In Editor Preferences < under Experimental < Clothing Tools is enabledOwen was migrated over and the original clothing asset was deleted and a new one created to test the issueOnly the ties on his coa ...
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 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 ...
The number of calls to the Event Dispatcher increase each time the blueprint actor containing the reference is compiled. This issue was not present in 4.18.3 (CL-3832480) but is in 4.19.2 (CL-403378 ...