The Command "StartFPSChart" references an "EndFPSChart" which is not recognized and should reference "StopFPSChart" ...
Causing a Nav Mesh update, such as by moving an actor into the NavMesh that will create a hole, seems to be breaking Nav Link Proxies by preventing characters from being able to use them. ...
The foliage in the map appears to be unaffected by the changes in view distance. The scalability settings are changing the cvars to the right values but the change is not being reflected on screen ...
When using a Gamepad, there is an issue where input from the controller continues to control editor menus during Mobile PIE session. This issue does not a appear to be a regression. Versions Tested ...
When changing levels in VR preview it appears to freeze for 30 seconds. This does not happen the first time VR preview is used during the editor session. However, after using VR preview once and cha ...
Encountered an Access Violation crash while deleting an Widget Blueprint with an unsaved Animation Track. The callstack references FSequencer::Tick(). I was not able to reproduce this issue in UE4/ ...
A licensee is reporting incorrect or over exaggerated loss of specularity on the Subsurface skin shading model when shadowed by indirect capsule shadows, and then modifying the r.sss.checkerboard se ...
In the Landscape Tutorial Overview there is a word missing in the tutorial. ...
In UE4.11p6, previewing Nav Mesh in DX12 Mode causes Editor to crash. ...
Dynamically spawned objects' collision does not seem to be working in a packaged game when the Cook Blueprint Component Data for Faster Instancing at Runtime option is enabled. Found in 4.14.1. Un ...