LODs appear differently in each eye in VR when on the edge of a distance where the LODs would change. It appears that the Distance that is used to determine what level of detail an object should be ...
Nav Link Components are not respecting transform changes inside of the blueprint's viewport. They will always originate from the Actor's origin point. ...
The Editor on Mac does not recognize plugins that are added to a code project via symlink (the plugin code is located somewhere other than in the project's Plugins folder). Xcode properly recognizes ...
Assert crashes Editor in the GC system during packaging due to USoundWave assets not being configured for GC clustering. Disabling GC clustering in project settings is a workaround, but the fix is ...
In-app purchases do not seem to be working properly in Unreal Match 3 or other games ...
Inaccurate updates to root widget visibility binding, so far in my testing, this does not affect the functionality of the binding. Regression: affects 4.13.2, 4.14.3, 4.15.1 binary versions ...
Adding DesktopPlatform to the PublicDependencyModuleNames.AddRange() section of the Project.Build.cs file causes the project to fail packaging with the following error (full package logs in callstac ...
A licensee is reporting some unexpected behavior when attempting to replace references on Foliage Types already painted in the world. What happens after the references have been replaced, are the n ...
Always consume mouse wheel for a scroll box does not appear to work when there are not enough items to cause the scroll box to scroll. However, the tool tip says that the mouse input should be consu ...
If the scroll box does not have enough items to cause scrolling, the scroll bar does not show up ...