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 ...
Hot Reloading fails in 4.21 if a project code class that derives from a plugin code class is modified. The Editor appears to be looking for a corresponding Hot Reload .dll for the plugin, even thoug ...
Editing the bCanEverAffectNavigation flag on an Actor Blueprint is propagating the value of the property to the Blueprint instance, but fails to properly update the navmesh according to the new valu ...
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 using Actor to Lookat and adding a keyframe to the track, the references are lost to the selected Actor when saving the Sequence. This prevents the Sequence from being saved and generates a few ...
Per UDN Licensee: I have 2 crash repro when enabling DirectX12, both linked to tesselation and still present in 4.18 stock engine and easy to reproduce. Crash 1 -Start editor with DirectX12 -Cre ...
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 ...
The grid in the blueprint editor is not able to be hidden via the Show Grid flag in the viewport dropdown. This has regressed sometime in //Ue4/Release-4.25 as I cannot reproduce this issue in //UE4 ...