Actors disappear when multiple actors are selected and are moved from multiple sublevels to the persistent level at the same time. ...
Dithering appears aggressive and has a screen door-like effect when using the new Landscape Lightmap in combination with Foliage LOD changes. Owen Stupka attempted to reproduce the issue on his iPa ...
Thumbnails for child blueprint are not updated after changing a component in child blueprint ...
Setting the values for Fringe Saturation within the Post Process Volume does not seem to have any visual change. The documentation suggests that changing the Fringe Saturation will either increase ...
Particle Systems spawned via a blueprint are not generating collision. The same system will generate collision if placed directly in level. Also reported: https://answers.unrealengine.com/questio ...
Duplicating a Matinee Actor after having its controller placed in the Level Blueprint and then adding a controller into the Level Blueprint will cause a compile error on compile. *This error will s ...
Adding Elements to multiple Struct Arrays of variable 'Slate Brush' is unreliable. ...
When using OpenGL4, any asset using a material with tessellation will appear untextured in a packaged version of the project. ...
Two of the maps in the linked user project are not rendering in stereo while using the Vive headset. The user is experiencing gaps appearing in the scene. It may also be important to note that thi ...
Setting the Max Jump Hold Time variable to 1 second, and then holding the jump button produces different results depending on the framerate. In this case, the normal jump is at a specific height, bu ...