User confusion over Visibility/Hidden in Game track. We're running into some issues where it's only switching Hidden in Game when you Play, which essentially does nothing with lights, among other p ...
When you push a mobile targeted project to the Nexus 6, the rendering is all sorts of wrong. When you hover over to where the items are, the screen goes black. There is also a large black or cyan sp ...
Icons are being occluded when you shrink the actor panel in Sequencer. The expected behavior from the rest of the editor is to prioritize the functional UI elements [Image Removed] ...
When using an InterpToMovement component in a blueprint with the "Auto Update Tick Registration" and "Auto Register Updated Component" options unchecked, PIE will result in a crash. Found in 4.10. ...
DBuffer Decals have no effect when setting the flag for Receives Decals for an Alembic Geometry Cache actor. Alembic imports for Static Mesh and Skeletal Mesh are unaffected and work as intended. ...
After enabling Forward Shading that project can no longer operate while "r.LightPropagationVolume = 1" since it will crash immediately. ...
When collapsing a timeline track, if there are over 5 tracks below it, some will disappear. This is a closer look at but UE-18550 Workaround Simply scroll on the timeline tracks to repopulate the ...
FPropertyEditorInlineClassFilter IsUnloadedClassAllowed and IsClassAllowed use the confusing IsA semantics. In the IsUnloadedClassAllowed, the usage seems wrong completely. It seems like the real i ...
User's project fails to build when using -nativizeAssets in the project launcher Box Link: [Link Removed] ...
When using the Size Map to view the memory consumption of a generated HLOD actor, it reports it as missing. This could serve to be problematic when using a large number of HLOD actors to optimize t ...