Translucent meshes and particles behind an actor who's surface material uses SceneColor node are not rendered properly. Changing the view angle of the camera causes the translucent meshes to "pop" ...
When selecting an actor in the viewport, some AMD GPU users are reporting that the selection outline is not visible. Rolling drivers back to 17.1.1 correct the behavior.| Two EngineQA tester have ...
Rect Lights that intersect geometry can produce NaN pixels in SceneColor, which will affect bloom, FXAA, and other future passes. This can lead to large visible artifacts. The NaN values are produc ...
If a sequence has two clips(of a same animation) placed next to each other, some of the anim notifies do not seem to be called. In 4.14, the middle notifies are skipped (e.g. notifyBegin/1st clip ...
Workaround 1: 1. Change HierarchicalInstancedStaticMesh.cpp in either of the following ways:void{{ FHierarchicalStaticMeshSceneProxy::GetDynamicMeshElements(const TArray<const FSceneView*>& Views, c ...
When a public uproperty variable has the meta specifier EditCondition set to respond to a private boolean, a checkbox appears next to the public variable in blueprints. While the checkbox accurately ...
When a function in a blueprint (BP created or BlueprintCallable from code) has nodes calling that function in the event graph, deleting the function entirely does not remove the nodes that already e ...
Shipping builds of the Engine fail when using the Visual Studio 2017 compiler due to a potential divide by 0 error. This is because the TotalColumnSize property of SMemoryStats is set to 0 by defaul ...
I have observed this behavior in 4.18.3, 4.19.2, and Main (CL 4048405) Per User: I made a landscape, painted some foliage and saved the scene. After I saved the same scene under different name the ...
The issue was originally noticed between 4.15.1 and 4.16 Preview, but now appears to have regressed between 4.15.1 and 4.15.2. ...