Lighting does not properly affect landscapes that are below another landscape, even after static lighting resolution is increased. This results in some areas that should be completely shadowed to ha ...
When loading a mesh asset (static or skeletal) created in an old version of Unreal (e.g. 4.10), any LOD whose LOD screen size was originally set to 0, is converted to 1. This causes LODs that would ...
Sound mixers do not properly override variables within a sound class. This prevents users from being able to modify variables such as volume or pitch quickly and efficiently by using the push/pop st ...
GetArrayView is returning incorrect values in Standalone games. The correct values are returned when played in Editor. ...
Structs cause packaging to fail when Blueprint Nativization Method is set to "Inclusive" Note: Appears to be a regression (worked in 4.15.1) Error example: UATHelper: Packaging (Windows (64-bit)) ...
Spin Box delta does not appear to affect how the spin box increments through its values when clicking and dragging with the mouse. The spin box appears to increment/decrement by more or less dependi ...
The UVs in HLOD's StaticMesh appear to be broken when there are sections with zero triangles in the fallback mesh. This is most likely the case for sections containing only small parts. Workaroun ...
It seems that switching the preview mesh in the control rig editor is affecting the initial transforms in the hiearchies of related control rigs in the level viewport. This seems to be due to the c ...
Preview weight on Landscape Layer Sample affects Grass Output on landscape disregarding layer info Repro Rate: 3/3 Tested this in //UE4/Release-4.27 @ CL#18319896 and the issue did NOT occur there ...