Static mesh components of blueprints with "Is Dynamic Obstacle" set to true do not correctly affect navigation when standalone mode is initially run. Once another object is moved and the navmesh is ...
Problems rendering higher resolution than 1080p from matinee with "Use Separate Process". Seems to render only part of the frame and is stretched. This is a regression from 4.10. [Image Removed] ...
OSSNull doesn't properly account for bShouldAdvertise or bAllowJoinInProgress. These should be updated in OnValidQueryPacketReceieved. (Note, bShouldAdvertise is explicitly ignored in LAN matches) ...
When using static lighting with Reflection Captures, the light sources Min Roughness setting is not honored. This is part of the new update for Reflection Capture Actors to render the light shape ...
When importing a Static Mesh if you use the default settings and then manually import any LODs for that static mesh they will be rotated by 90 degrees. I found that disabling Transform Vertex to A ...
The default value of a child struct that is added to anther struct is not retained in the parent. An example would be if the child struct contains an integer, the default value when added to another ...
Changing the variable name of the parent Blueprint also effects the changes to the child Blueprint, but the Dirty result changes depending on whether it is placed on the level. This means that Child ...
Depth of Field, with "r.DOF.Recombine.Quality = 0" will adjust the size of the depth in focus based on screen percentage. This might be related to over-fitting from the tile classification, because ...
Changing the names of inputs in a collapsed graph can change connected inputs in other collapsed nodes. Reproduced in 4.7.2 binary and Main (//depot/UE4/Promotable-CL-2478413) ...
Speedtrees are just normal static meshes once they are in the engine, so if we are corrupting them across an engine upgrade that is really bad. ...