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 ...
This is mac specific. I could do the export normally on Windows with the same Twinmotion CL and UE version (5.5 preview). It is also a regression specific to 5.5, since I've been able to export a d ...
When you render out a movie from a Matinee, the painted Vertex Colors on a Blueprint does not render, the meshes in the Blueprint revert to imported vertex color. Also Reproduced in 4.8.0 and Main ...
After importing a mesh with "Import Animations" enabled the editor crash's. Importing only the mesh does not crash the engine. Importing animation separately and assigning to Skeletal mesh on import ...
Enabling Light Shaft Occlusion causes exponential height fog to render incorrectly at certain viewing angles in stereoscopic. This does not reproduce once light shaft occlusion is turned off on the ...
On a Mac running either Yosemite or El Capitan, when you go to open an asset either through the menu: File>Open Asset or Command + P, when the pop-up window appears and you start typing, the window ...
Setting the Emitter Time module with an emitter that is not set to loop will result in an incorrect render of the particles past the emitter duration. Emitter Duration set to 3 seconds:[Image Remov ...
Project World Location To Widget Position node appears to return the wrong screen position when Constrain to aspect ratio is enabled. Enabling Constrain to aspect ratio appears to offset the widget ...
A Wheeled Vehicle's wheels do not have collision when packaged into an HTML5 game. Regression?: Yes This issue did not occur in 4.13.2 Note: This is currently blocked from testing in Main as the P ...
This was the simplest solid repro I could get on this bug. The callstack is similar to [Link Removed] Also came across several Shader Compiling Manager crashes while attempting to repro this crash ...