There is a clear difference in color saturation for the nav mesh debug material between when lit by a light with low lux values (6) and when lit with high lux values (1000) and eye adaption is enabl ...
Streaming out the navmesh and streaming the area back into the world before the GC runs causes the navmesh streamed back into the world to only have navmesh tiles on a layer with tiles that would b ...
When running a build with bSharedLinearTextureEncoding enabled, View.GGXLTCMatTexture and View.GGXLTCAmpTexture are pointing at the black texture fallback, which affects correctness of rect lighting ...
When the scale of an actor is set to 0 in either X, Y or Z any overlap events will fail to trigger overlap events. ...
If a user removes a wall or box from the top down project base level, the navmesh will not update appropriately, creating a wall that the user will not be able to pass on PIE. Additional Note: Thi ...
See Comments. User reported planar reflections aren't being applied to translucent materials on Mac OpenGL, which may also affect Linux OpenGL and Mac Metal. Need to investigate what this feature r ...
Duplicating a Timeline from the MyBlueprint tab (instead of duplicating it in the Graph) creates a Timeline variable with no actual Timeline to edit. It is only possible to Set or Get this variable. ...
Duplicating a level duplicates any Child Actor components of Blueprint Actors in the original level. Reproduced in 4.8.3 binary and Main (//depot/UE4/Promotable-CL-2635815) ...
TGA files do not have an image icon like the JPG files do in the Slate Dialogs in Linux. ...
If a Procedural Mesh is created on BeginPlay (at runtime) instead of in the Construction Script, collision with non-player objects does not register correctly in packaged or launched games. This wor ...