Ribbon trails do not immediately follow the lead particle when fired. There is an inconsistent delay in some that cause them to either not fire or fire mid stream. This did not occur in 4.10.4, bu ...
When scaling multiple selected actors in the scene with snap enabled the actors will reposition to the pivot origin of the last selected actor in the group when going down to a value of 0 or a negat ...
When hovering over tooltips, the windows pop up at a very small, unreadable size. ...
Exponential Height Fog has no effect on the level. Adjusting the fog density has no effect either. Tested in 4.11 stream CL-2811790 ...
Box reflection captures with some assets are not working correctly. The reflection capture is being tiled with version after 4.7 that were not in 4.6. Images are attached to demonstrate along with ...
Setting a restitution of 1 for a ground material and a restitution of 1 for a ball that bounces on the ground should keep the ball bouncing at the same height consecutively. Over the course of time ...
There are issues with the way Physics is being handled with physical materials. Having a physical material setup with a restitution of 1 and a high max depenetration value will result in no bounce. ...
Making a call to USceneCaptureComponentCube::UpdateContent() will cause the compile to fail with an unresolved symbol linking error. This is inconsistent with USceneCaptureComponent2D::UpdateConten ...
SceneCaptureCube::PostActorCreated() is not set with "ENGINE_API" and causes compile errors when trying to use a class that inherits from SceneCaptureCube. ...
Debug lines (Results of DrawDebugLine()) can be obscured by post processing effects such as a strong glare. Debug lines should be always visible for debugging purposes. ...