Set Game Paused returns incorrect value when the game is already paused. According to the tooltip on the Return Value (reads: Whether the game was successfully set paused/unpaused) it is expected t ...
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. ...
Depending on how a Blueprint is created from a custom User Widget code class, the resulting Blueprint may not be a Widget Blueprint as expected. Right-clicking on the code class in the Content Brows ...
The result of changing the Visibility of a widget placed as a child of RetainerBox is not reflected. Here we have disabled hittest for the Button widget, but hittest is incorrectly accepted. This is ...
When using a SpeedTree asset in a scene with a Reflection Capture actor the baked static shadow from an asset will be captured, even though the asset will not due to using the SpeedTree node in the ...
Camera shake oscillations with blend out time do not play their full duration in sequencer. ...
I do not know what happen here and I need the help of the rendering team to debug this issue. There is no log at all even with -d3debug If you import the file SK_LOD_Morph_Working.fbx its a similar ...
When you use MoveTo BT node, with a target set as Actor and your AIController is DetourCrowdAIController, the AI pawn will update its goal destination much less frequently. Instead of constantly fo ...
Distance Field shadows do not appear to be working with those using Radeon series cards. Sample project attached DXDiag of machine that is having the issue is attached. AMD Radeon 200 series. ...