Separate out GameApplication onCreate additions always needed vs non-PSO processes by adding <GameApplicationOnCreateAdditionsAlways> for current case and moving <GameApplicationOnCreateAdditions> t ...
A nativized Blueprint cannot currently invoke a non-public BlueprintCallable function that's defined in native C++ code without resulting in a C++ compile error. Example: APlayerController::PlayDyn ...
From licensee: The streaming bounds of an instantiated level instances are incorrect in the world partition editor. When the bounds are computed for a level instance during FLevelInstanceActorDe ...
Audio spatialization no longer occurs when Non-Spatialized Radius is set above 0 in a sound actor (instance or in a sound cue). I could not reproduce this issue in UE4/Main. ...
Changes in an applied physical material are not automatically picked up by the PHAT mass properties display. A manual refresh is required for the display to update to the correct values. Adjustin ...
Nanite in non world partition worlds builds with missing section, almost half the landscape is missing. Looking at the nanite overdraw as attached, it shows an interesting pattern. ...
This issue does not occur if the RPC is not split into partial blobs. The RPC is received on the non-replicated component if Iris is disabled. ...
Extracted Sprites are offset when importing a non-power of two sprite sheet, padding it to a power a two mode, and then using the extract function. You can see this offset clipping of the extracted ...
Vulkan editor is very crashy on older cards due to memory pressure. I have to switch to OpenGL to work on the unrelated bugs. I'm attaching the details of the particular failure I had (see VulkanMe ...
Distance Field shadows do not appear to be working with those using Radeon series cards. Sample project attached DXDiag of machine that is having the issue is attached. AMD Radeon 200 series. ...