If a user removes a wall or box from the top down project base level, the navmesh will not update appropriately, creating a wall that the user will not be able to pass on PIE. Additional Note: Thi ...
Problems rendering higher resolution than 1080p from matinee with "Use Separate Process". Seems to render only part of the frame and is stretched. This is a regression from 4.10. [Image Removed] ...
A crash occurs when the licensee modifies the engine scalability settings after clearing and reapplying a landscape material. ...
OSSNull doesn't properly account for bShouldAdvertise or bAllowJoinInProgress. These should be updated in OnValidQueryPacketReceieved. (Note, bShouldAdvertise is explicitly ignored in LAN matches) ...
When you add or remove collision manually, the NavMesh will not update, even after rebuilding paths. The only way to get the NavMesh to update when collision is changed manually is to restart the ed ...
Static meshes do not snap to meshes created from bsp brushes, despite being turned into static meshes themselves. They instead snap to the next lowest mesh on the z axis. ...
Using the "Clear Options" node on the event OnSelectionChanged for a combo box (string) will fail to remove the text from the selected item. The options are removed but the the text of the last sele ...
When using static lighting with Reflection Captures, the light sources Min Roughness setting is not honored. This is part of the new update for Reflection Capture Actors to render the light shape ...
State Machines are re-initialized from entry after playing a Montage This is a Regression: Does not occur in 4.11 ...
When a skeletal mesh is set to simulate physics, using the Set World Location node to set the world location of the mesh does not seem to be working. Turning simulate physics off causes the mesh to ...