If min and max scale are the same in a LandscapeGrassType asset, scale will not be applied. Confirmed in 4.25 MAIN @ CL 11318998 ...
Merging two actors using a two-sided material produce incorrect results. Notes: Tested with "Allow two-sided material" on and off, the same result is produced. The same issue can be seen when ge ...
Foliage generated by Landscape Grass Type do not encounter this issue. Only hand painted foliage with foliage tool is not affected by rebased origin. Foliage vibrates when it is located in long dist ...
Custom Depth is not displaying correctly when setting Post process to Before Tonemapping. We see this as a regression. This was working properly in 4.22. ...
The Steam API is disabled when playing a Standalone Game that was started using the Play button. REGRESSION: Yes Worked: 4.24.3 Binary CL-11590231 Broken: 4.25 Binary CL-13261010 I do not see this ...
Have attached examples of this in action, including breakpoints showing the FDateTime::Ticks count as zero. Also showed that this is an issue for the existing GetYear/GetMonth/GetDay methods (and an ...
Widget is causing an ensure to be hit when exiting gameplay. Tested in: 4.24 Preview2 CL#10091930 , 4.25 CL#10183780 Attached URL's from the user: https://forums.unrealengine.com/community/ge ...
Running the console command r.DebugSafeZone.Mode 0 does not disable all overlays. The issue occurs when setting custom values in DefaultEngine.ini as well. Tested using the following settings: ...
4.26[AssetLog] D:\Binary\UE_4.26\Engine\Content\Tutorial\InWorldBlueprintEditing\TutorialAssets\IWBE_Blutility.uasset: Default__IWBE_Blutility_C is not valid. See the MapCheck log messages for detai ...
Meshes set to not render in the Main Pass still does if both "Render CustomDepth Pass" & "Render in Depth Pass" are enabled, while "Render in Main Pass" is disabled. Attached is an example project. ...