Currently there is no way to set painted Foliage instances of an actor be able to use lighting channels even though these can be set to movable in their properties. Since Instanced and Hierarchica ...
When adding a particle system to a scene with dynamic point lights with their source radius/min roughness altered results in those parameters getting reset to default. NotePoint light mush have cas ...
User is not able to replace a variable reference in a function with an input parameter of the same type. ...
This is actually a bug with function duplication via UEdGraphSchema_K2::DuplicateGraph. After a function graph is duplicated, the function entry node still retains the same GUIDs for its local vari ...
When look at stats in Unreal Frontend, can see the events that run in the function. It work in 4.21, but it doesn't work in 4.22. ...
The editor crashes after deleting a function in a parent class that has been implemented and over written in a child class. ...
Adjusting default light settings in the Color Picker palette for atmospheric fog causes the engine to crash in UE 4.12 Preview Regression: This does not occur in UE4.11 ...
When static lighting is baked using CPU lightmass for a nanite-enabled landscape it causes an editor crash with this assert: ...\Lightmass.cpp] [Line: 546] Attempting to add the same material twice ...
Reflection Captures show static lights with "Actor hidden in Game" checked. Found in 4.19 CL# 4033788, 4.20 CL# 4233996, 4.21 CL# 4247867 ...
In 4.27, ray traced point lights can leak through thin meshes. This bug does not exist in Unreal Engine 5, due to many of the potential rendering areas being fundamentally changed. ...