When applying a second material to a Destructible Mesh it does not texture the chunks of the fractured mesh. The chunks remain the same as base color of the Destructible Mesh. This is issue was re ...
When using Finish or Custom Event Tracks in a Timeline, they won't execute when 'Set New Time' is being used with another Timeline or Float value. This issue was reported and tested in 4.19.2 (CL ...
Selecting all descendants of a folder hierarchy in the world outliner doesnt accurately show what all is selected. This does not always occur and is a visual bug. The items in the level are still se ...
As of 4.20, ENABLE_NAN_DIAGNOSTIC is now enabled in all Debug configurations. However, this does not work well with the TransformNonVectorized that is used on platforms like android. If this combina ...
A licensee reported that "Build" button causes "Validation failed" and breaks meshes in a Sublevel according to a prescribed procedure. The process is quite complicated, but I can 100% reproduce thi ...
Frustum culled landscape components stop casting shadows resulting in the shadows disappearing near the edges of the camera in square sections. Unable to test in 4.20 or 4.21 as provided project wa ...
Landscape far shadows are interfering with the distance field soft shadows causing a conflict, and stopping the distance field soft shadows from rendering at all. Working as expected in 4.20 CL# 43 ...
When enabling "Run Construction Script in Sequencer" on a Blueprint Child Actor and having "Rerun Construction Scripts" turned on in Sequencer, the Child BP's properties become inaccessible in Seque ...
The Imported Destructible Mesh chucks are not to scale when compared the original mesh and appear much larger. This was reported and tested in 4.23.1 (CL-9631420). This was reproduced in 4.24.3 (CL ...
Alternative you can follow these steps to reproduce 1. Create a new project with ray tracing enabled 2. Activate the groom plugins 3. Import a groom asset into the scene 4. Add any light type to the ...