When selecting an asset in a level instance that is being edited via LevelInstance/Edit, the silhouette of the object is visible through occluding nanite meshes. This has the effect of disabling th ...
See additional info URL: Decals have oddities in how depth is perceived. It seems we're sampling the left eye depth for the right eye. Decals in ISR are drawn view-by-view rather than being instance ...
When opening a Level from the Content Browser, the world gets initialized twice. This initialization process can be quite long, especially for big world using world partition. There doesn't seem to ...
When bFailedNavLinkNavLink is enabled in RecastNavmesh, some NavLink points are debugged and others are not depending on the position of the NavLink point. In the sample project, enable bFailedNavL ...
SAssetView::SetMajorityAssetType for most asset types randomly picks a visible asset to grab the metadata from, which is what derives the CB columns. This can become a problem if the random asset it ...
Editor Utility Widgets (EUW) can be used to script editor behavior. One use case is the automation of asset creation. A licensee has reported that when an EUW is used to create an asset, for as lon ...
There seems to be something wrong with how we close menus and submenus as submenus are opened and closed based on mouse interaction. In particular, we seem to sometimes close the whole menu hierarch ...
When using SVN, when deleting an asset in Unreal Editor and replacing it with another asset, the checkout fails and the references connected to the previous asset are broken. ...
When the actor goes out of dormancy, it will replicate its push model property, even if it hasn't been marked as dirty. In this case, it seems the value of the property is not written to the shadow ...