When using min or max set values for animation channels in sequencer, the sequencer viewport will show different values than what is capable when using autokey functionality. ...
The preview Viewport in the Material Editor does not correctly render World Position Offset. It appears that the RenderVelocities pass (which is also drawing the depth for the preview sphere) does ...
This bug removes foliage from a level when the Component Blueprint is compiled. Switching the Foliage type asset to another component will cause the issue to stop occurring. The Component Blueprint ...
The Mouse Y axis does not work when assigning LookUp key bind in the project setting. If assigned the mouse will look left/right while moving the mouse and down. ...
Regression in testing This occurs with hardware and software ray tracing, as well as moveable and static lights This occurs regardless of anti aliasing. This was tested with DX12 ...
When edited through the Details Panel in the Editor, TMap and TSet properties should not allow duplicate keys. When those keys are USTRUCTs with the “WithIdenticalViaEquality” trait, this should be ...
If the user adds another widget to the designer tab any animations that are available will pop back into what ever setting they have at frame zero regardless of the position of the scrub bar. ...
A hard crash can happen when applying auto convex collision to a complex mesh that is below a certain build scale or screen size. The meshes that cause this have higher poly counts and increasing th ...
If a project is packaged with a plugin that contains a custom struct and a function that takes that struct as a parameter, the game will crash when the executable is run. [Link Removed] ...