There is an issue with the checkbox taking input when the visibility is set to "Self Hit Test Invisible". It should not be taking input as it should have the same properties as "Hit Test Invisible", ...
There is an issue where renaming assets keep the old files, which can easily occur after renaming files after a lunched project. This issue keeps old versions of files, these files keep in the conte ...
Translucent meshes and particles behind an actor who's surface material uses SceneColor node are not rendered properly. Changing the view angle of the camera causes the translucent meshes to "pop" ...
I have observed this behavior in 4.18.3, 4.19.2, and Main (CL 4048405) Per User: I made a landscape, painted some foliage and saved the scene. After I saved the same scene under different name the ...
If you check the 'crack free displacement' option in a landscape material, it seems to break the results of both the landscape layer coords and regular UV input node. Worldposition is not affected. ...
This bug seems to repro very inconsistently for me, but I've seen it affect Atmospheric Fog and Exponential Height Fog, and reproduced in 4.18.3, 4.19.2, and Main CL 4093338. I've attached Config fi ...
Custom depth does not render on static meshes converted to blueprint without render custom depth option enabled. This issue does not affect objects that are added as a component to a blueprint. To w ...
There is an odd issue occurring when the world origin is changed, changing the world origin causes the foliage to cull in unexpectred ways. The issue can be solved by using the console command "r.Al ...
When using the foliage tool, once the mesh count reaches around 1.5k and higher you will be unable to select individual meshes by using the mouse. The lasso tool and the select all tool work as inte ...
Text widget with Outline uses 2 LayerId levels to draw the outline and the text glyphs. This can be seen in function FSlateElementBatcher::AddShapedTextElement(), where lambda BuildFontGeometry() is ...