Static mesh appears to loose material reference after setting the material to a dynamic material instance via blutility and changing levels ...
Float values with the meta tag expose on spawn aren't retaining their value when the value is set with a Spawn Actor node. It appears to only be floats. Maybe it has something to do with the change ...
In game sessions when the value for world time becomes large enough we start running into floating point precision issues. These issues can easily be seen in materials which do periodic animation b ...
This is a common engine crash that has occurred since at least 4.16. Users have not provided any useful descriptions of their actions when the crash occurred. The callstack shares some similaritie ...
When using constraints with layered control rigs, you get jitter on the constrained object. ...
When trying to create a widget with specific steps, the drawing order may not be correct. This is not reproduced when Global Invalidation is disabled, and the state can be restored. This issue is pr ...
While setting up whole scene shadows, CasterOuterFrustum is used to cull shadow casters from PrimitiveOctree. CasterOuterFrustum doesn't extend far back enough, which means that if an octree node fi ...
When the cast shadow checkbox is disabled for all sections that make up a static mesh the main shadow is no longer rendered but the contact shadow does not respect the instruction to disable shadows ...
Light functions do not work as intended with volumetric fog when using clamped mask textures which are not compatible with the light function atlas. In light functions materials, when using any UV ...
Packaged project crashes when playing sound from blueprint library with enum input after nativizing blueprints. Frequency: 5/5 Notes If nativize blueprints is turned off, the packaged project wor ...