When there is a physical material mask asset that has been created and applied to a mesh in the level without having a texture source imported yet, and then "ShowFlag.PhysicalMaterialMasks" is enabl ...
I've noticed calling SetActorLabel() on a Landscape will call PostEditPropertyChanged() which causes the Landscape Components to regenerate all collisions. As per the repro, this can take a long tim ...
Long text comments in the MRQ burnin takes multiple frames to properly format. See slack thread here: [Link Removed] ...
When DirectoriesToAlwaysCook is placed in a platform-specific configuration file, the cook process does not read that entry when cooking content for that platform. The editor is aware of the platfo ...
Shadow artifacts will appears when the camera is moving towards a character or if playing will appears with the character if Self Shadow is enabled for the character. Sample video and image attache ...
Hang and memory spike (that doesn't go away) when you create an endless loop in AnimBP. Blueprints have a safeguard against this when you try to PIE with an endless loop, but I think the Animation ...
Memory leak when leaving Shootergame open for extended sessions. ...
If a skeletal mesh is imported with a uniform scale of >1, the rotation feature in Persona will not rotate bones at the proper ratio. The meshes rotation will slow down as the uniform scale increase ...
Open a level that contains instanced meshes will crash the editor. Per the users description, the level must have had lighting built and then another level loaded or the editor restarted. Once the ...
Foliage that has been deleted in 4.6 will return when a project is migrated to 4.7. ...