When using WorldComposition and building LOD for a sublevel, textures of generated Landscape LOD are not correct when the project has forward rendering enabled. The issue is that the material gener ...
This is because the metadata is editor only and will be stripped in a cooked build. We should make the behavior of the to string function consistent between PIE and a cooked build. ...
Users cannot move assets and folders from the same containing folder to a different folder causing them to have to move them separately. Regression: No ...
When you are in Rendering Preview Level ES2 (Mobile/HTML) and have a level which has a landscape with weight-blended layered material painted on, PIE will crash on Start of or Exit from. [Link Remo ...
The Real Time Preview of Converted Vector Parameters from the Material Editor are not currently previewing in the level viewport without re-compiling the material. ...
Enum Variable doesn't pull/print the correct Default Value User Description: (Blueprint) User defined enum in 4.9 getting corrupted I believe there is a severe underlying issue in 4.9 regarding u ...
When importing a FBX with multiple materials and some of them are unused from their setup, they will still be referenced by the skeletal mesh in the Details Panel in the level editor, but in the Per ...
In a packaged local multiplayer game, input from a second gamepad is not detected until the game window is clicked with the mouse. The first gamepad input is detected as expected. ...
When the return value of a C++ function is changed without preforming a hot reload, instances of the function node used inside a blueprint function will have their Return Value pin updated to the co ...
User report: HISMCs are currently broken in master. They always show the lowest LOD available for a mesh, so if you have a HISMC with a tree mesh set, you would always see the billboard of the tree ...