World Outliner selection does not update transform widget location during play. This issue can be easily fixed simply by reselecting the object, this issue only affects the first time the object is ...
Changing the Capture Source in Planar Reflections is not working as expected. Without being able to change the source, Post Process Materials are not rendering in the Reflection. Reported in versio ...
Localization is unintentionally changing UE default language to pt-BR when in viewport. This results in having to Stop, repeat steps, and select en to reset language to en. It does not change langua ...
While enabling Ray Tracing from the start of the project, when user sets GlobalPostProcess Translucency to Ray Tracing, the back-face of the plane is not culled. However, when the translucency is se ...
In a character's Physics Asset, a bone that is set to Kinematic and its children will have a scale of 1 overriding the Skeletal Mesh's Scale Transform settings. When the root of the body is changed ...
The ObjectScale node does not output the correct values in the material editor. This method works to tile images with a Surface Material Domain on a basic plane, but does not work when using it with ...
Sprites in a particle system flicker/shake when use local space is combined with small velocity values and velocity aligned sprites. Reported and tested in versions 4.25.3(CL 13942748), 4.24.3(CL 1 ...
When setting Can Ever Affect Navigation to false, moving it, and then setting it back to true, the originally affected area remains, and it also creates a new affected area. This occurs each time y ...
ApplyDamage calls through to applyDamage on the apex actor, which takes the impulse and applies it to any fractured chunks. If however not enough damage is done to the component to fracture it, no i ...
As a blooming object (the sun in this repro case) leaves the view via the top-edge of the screen, some noticeable banding occurs. Happens in both PIE and -game. Found on: //UE4/Main CL-2991400 //U ...