On a skeletal mesh, there is a setting under the Asset Details for "Enable Per Poly Collision". This check box can be checked, but the setting is not kept when the skeletal mesh is added to the leve ...
Particles that are spawned using the surface of a static mesh will be offset from the systems placement in the world unless it is at world origin. Working as expected in 4.19 CL# 4033788 Found in ...
With a light function being used on a light and volumetric fog enabled if you move the camera around it will cause screen-space banding at the edges of the screen. Found in 4.19 CL# 4033788, 4.20 P ...
When we do the refactor for MeshDescription we miss the staticmesh reduction project settings option and change only the quadric reduction. There are two possible fixes for this issue: 1. Implemen ...
Translucent Materials will receive incorrect shadows in forward shading. This is working as expected in 4.18 CL# 3832480 Found in 4.19 CL# 4033788, 4.20 CL# 4369336, 4.21 CL# 4408769, 4.22 CL# 4413 ...
Using a TimeStretchCurve in an Animation Montage doesn't cause it to slow down or speed up when keys are added to the curve. Link to API: [Link Removed] This was reported and tested in 4.20.3 (CL ...
When attaching a ribbon particle system to a moving object, undesired/unexpected effects take place when the object moves out of camera view. Found in 4.19 CL# 4033788, 4.20 CL# 4369336, 4.21 CL# ...
When Slot animation by AnimMontage and AnimationTrack is done at the same time, the blend result differs from expectation. Probably because if AnimMontage's loop playback by EventTrack is executed, ...
With CircleDOF enabled artifacts will occur when getting close to a translucent plane with an object behind it. This does not occur with any other DOF method or if "Render After DOF" is disabled in ...
When creating a local binary build of the Engine using the BuildGraph, there are several tools that are built for Win32 even if Win32 was specifically excluded from the BuildGraph (ie. -set:WithWin3 ...