Movie Render Queue Deferred Lighting(Detail Lighting) only outputs Lighting Only

UE - Anim - Sequencer - MRQ - Jun 29, 2022

This is not a regression. Tested in //UE4/Release-4.27 CL#18319896 Movie Render Queue Deferred Lighting(Detail Lighting) appears to only output Lighting Only.  ...

Static mesh component reports relative transform as world transform when Physics is enabled

UE - Gameplay - May 3, 2016

If a static mesh component has Simulate Physics enabled, GetRelativeTransform() returns the value of world transform. ...

Physics actor with physics toggled will fall through static meshes set to Movable

UE - Gameplay - Jul 20, 2016

Physics actor with physics toggled will fall through static meshes set to Movable User Description: Basically, what this project does is enable simulate physics on the black cube in the middle, th ...

Particle disappears if it is using PSA_Velocity and setting custom time dilation 0

UE - Graphics Features - Dec 7, 2016

A licensee reported some of their particles disappear when setting the actor's custom time dilation 0. This seems to happen when a particle is using PSA_Velocity as Screen Alignment. This repros in ...

EQS Overlap test no longer recognizes custom Collision Object Channel

UE - AI - Nov 12, 2019

Environment Queries Ignore tests for Custom Collision Object Overlaps. Note: The expected behavior seems to have worked in 4.21, After following the steps to reproduce, I can verify a successful de ...

Alt-tabbing out of a Standalone App or packaged version of a game does not trigger LostFocus or ReceiveFocus

Tools - Sep 9, 2015

If a user uses Alt-tab to change to another window, the ReceivedFocus and LostFocus functions are not called as they would usually be called when using something such as Shift+F1 or Ctrl+Esc. Note: ...

Make Timespan Node: Milliseconds to Seconds Conversion

UE - Foundation - Core - Jun 19, 2018

Make Timespan node returns unexpected conversion from milliseconds. With all other values 0 - values in the Milliseconds field over 2147 flip to negative and begin to decrement ...

Print String duration divided by number of players

UE - Gameplay - Blueprint - Jul 9, 2018

Print string duration is divided by number of PIE players. ...

Volumetric clouds jitter when in front of geometry

UE - Graphics Features - Nov 30, 2023

Potentially related to [Link Removed], but distinct. ...