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 ...
If the user creates two NavArea Blueprints (one in the content folder and the other in a developer folder) if one is inside of a developer folder then it will appear to have no affect when it comes ...
A licensee has reported that when using Create Material Instance Dynamic and adjusting a material at run-time is not working with HLODs. It doesn't seem supported (yet) and unchecking the "merge m ...
When enabling BC7 compression format for a texture in a project that has SM4 disabled will result in the last two Mip Levels being gray. This happens on any texture size. The number o mip levels may ...
There is an issue where changes of VECTOR(3) parameters from materials do not update in viewport after UE restart until recompiling. This issue does not appear to be a regression. ...
Translucent User Interface materials do not have a thumbnail preview. I do not see this issue with Translucent Surface materials. REGRESSION: No, this issue also occurs as far back as 4.17.2 ...
It seems that when playing a Rich Text Block into a Retainer Box, it causes the text inside the yellow row style to have additional spaces added to it. The user who reported this issue also had issu ...
Usage Flags are not correctly marking Materials as dirty when automatically setting and with using a Source Control method. Compact Repro Steps from User: "To reproduce: Create a entrance level th ...
Planar Reflections have noticeable gaps in the reflection of the exponential height fog for the scene that will flicker as the camera moves. Attached ipa link and test project. [Link Removed] Te ...
Reimporting an asset after making changes causes loss of saved LOD changes when editing a static mesh. Similar issue was logged and fixed for SkeletalMeshes but this issue is still occurring for ...