Blueprint Structure tooltip edits get discarded. Current workaround is to make a secondary change that is not needed along with the desired change, Then edit it again to remove the secondary change. ...
Instanced and skeletal meshes produce an overlap but fail to compute an MTD, resulting in the logging of "OverlapTest says we are overlapping, yet MTD says we're not" in LevelActor.cpp ComponentEncr ...
Volumetric lightmap holes appear every fifth build. Found in 4.19 CL# 4033788, 4.20 CL# 4302132, and 4.21 CL# 4348893 ...
Issue was traced to CL4018267. Shader hashes are not preserved during cooking anymore. This is failing the check in void FShader::Register() { FShaderId ShaderId = GetId(); check(ShaderId.Materi ...
Licensee reports very long C++ compile times during packaging after nativizing a UMG Blueprint asset containing a very large and heavily-nested widget animation hierarchy. The support thread outlin ...
Changing the variable type of an Event Dispatcher in the Blueprint editor results in an impossible to compile situation. The BP must be then recreated due to being unable to remove the unattached ev ...
Double-sided geometry collision doesn't work when using physics set linear velocity. This does not occur when using floating pawn movement or character movement components. Working as expected in 4 ...
Add support for 16-bit per component format for POSITION in vertex buffers as an option. Half-precision is already supported for UVs and TANGENTS on a per model basis, and was hoping that this woul ...
When moving actors spawned from within the editor to a new sublevel, their meshes stop rendering. However, if you open a new level then re-open the old level the meshes become visible again. You wil ...
External textures cannot be directly assigned as a brush texture; you need to assign a material that samples from an external texture instead since it generates special shader code to access it. ...