When using Show collision it appear that the collision will not update its visibility when switching between No collision and Default. Once the collision has been set to No collision it will no long ...
If you go into World settings, select Force No Precomputed Lighting, rebuild lighting to purge lightmaps, uncheck Force No Precomputed Lighting, save level, quit, reload project and try rebuilding l ...
USkeletalMeshComponent::LineTraceComponent does not properly consider bEnablePerPolyCollision. It appears to use the component's bodies, which are empty. It should be sufficient to use UPrimitiveCom ...
A Blueprint Interface function that returns a map type variable will fail compiling with various errors when called in another Blueprint. If the same function is setup in the Actor Blueprint instead ...
Rebuilding lighting with commandlet will move hidden sublevels Confirmed in 4.23 MAIN @ CL 5194133 ...
The widgets in a list view widget will appear to reorder themselves as they are scrolled through. ...
A licensee has reported an issue with Perforce source control integration. The issue is related to the source file for an asset that was imported into the editor. If this source file is also checked ...
The Editor will crash when setting a bool in a Niagara Parameter Collection via Blueprint. Found in 4.20 CL# 4369336, 4.21 CL# 4753647, 4.22 CL# 5159901, 4.23 CL# 5194133 ...
Scene Capture regression when used with VR. Confirmed in Main @ CL 5172170 Tested with Rift Flipped VR Preview window is a known/fixed issue ...
GeomSweepMulti and GeomOverlapMulti are not being exported, as the template specializations are declared outside of the physics interface class without ENGINE_API. ...