Placing a rect light in between two static meshes causes the surface to be extremely bright. This will happen even though the lights settings are default. It will not happen if it is lighting just a ...
If you have a sub level with "Initially Loaded" set to true and "Initially Visible" set to false it will crash after exiting PIE. This issue was reported and tested in 4.20.1 (CL-4233996). It has ...
GPU emitter doesn't spawn particles at expected location when it is an event receiver. Also disabling Interpolate Spawning in the emitter properties affect this behavior as well, making the particle ...
UCanvasPanelSlot::PostEditChangeChainProperty not only does not call its Super function unless the anchor node has been set, but it calls Super:: PostEditChangeProperty instead PostEditChainProperty ...
When using the UE4 Editor with Vulkan there is a slight lag when navigating through the menu options. This lag is not present when launching with OpenGL nor is it present on Windows with -vulkan. ...
When selecting "affect pivot only" and choosing "center pivot" on 56 objects in 3DS Max 2019, 4 of them imported into Datasmith as Actors and not StaticMeshActors. This makes it seemingly impossible ...
If a level contains a landscape actor, and if you stream multiple instances of that level into your map, you will get errors in the message log that the landscape actors have the same GUID. Found i ...
Setting the default RHI for Windows to DX12 and enabling Forward Shading results in a crash when adding a texture sample parameter to a material. Found in 4.22 CL# 5660361 and 4.23 CL# 6074473 Wor ...
When a Texture Object is used for the "Tex" Input of a Texture Sample node in a material, the material will no longer contribute to indirect lighting when used with static lighting. Working as expe ...
Blueprint enumeration editor is not adding new enum values. ...