When the Global Illumination scalability settings are changed in the editor from High to Medium, they primarily act on the r.Lumen.DiffuseIndirect.Allow and r.SkyLight.RealTimeReflectionCapture. No ...
The cursor radius configured through FSlateApplication::SetCursorRadius() is not respected during Slate hit testing. The radius value is correctly stored in FSlateApplication and passed into FHittes ...
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 ...
TBigInt appears to allocate twice as much memory as necessary for the input. This produces an unexpected output of the input value. ...
When setting up a custom game mode blueprint, if the "Start Players as Spectators" checkbox is checked the first player loaded in PIE will not be in spectator mode. ...
Defining a skeletal mesh component in code and attaching it to the root component will not allow the component's details to be editable inside the editor. ...
Text Render Actors do not maintain relative offset when attached to blueprints via construction script. This did not reproduce with other actor types. Types used: Static mesh actors, blueprints, b ...
Changing a blueprint component (adding a function, adding inputs, etc) causes REINST errors if PIE is pressed immediately after compiling without compiling all blueprints that are calling the compon ...
Child blueprints cannot change the default values of inherited variables. ...
If you delete an end point of a spline blueprint and then attempt to move the blueprint the editor will freeze and eventually crash. Frequency: 1/1 CrashReporter: [Link Removed] ...