When renaming or duplicating a LevelVariantSets asset that contains a Director Blueprint, the internal DirectorClass reference becomes mismatched. Although the DirectorBlueprint pointer updates corr ...
When using a deferred decal material (while Dbuffer Decals are enabled) on an asset and then going fullscreen in the viewport will cause the engine to crash. Note engine doesn't crash when material ...
When an actor class sets the root component mobility to Static or Stationary, spawning an instance of the class (or child blueprint) during runtime will print a warning message in the output log of ...
When using precomputed visibility on device for occlusion culling the landscape does not take the cameras view into account for culling objects when out of view of the camera and inside a visibility ...
Using Subversion on a Mac to connect to an online repository causes the Source Control settings window to hang indefinitely and never succeed in connecting ...
Ribbon type particles seem to crash the engine if they enter a killbox. This reproduces 8/10 times on the first attempt, you may need to play with the kill box placement (left corner and right corne ...
Packaging a project will fail if a Blueprint is set to be nativized and that Blueprint is not included in a level. REGRESSION: Yes. The project packages successfully in 4.15. ...
When Scaling in and out in the UMG blueprints with an image applied to an image widget that is set to border as it's "Draw as" selection the image does not scale correctly. EDIT: The UI should prev ...
From UDN: We are using the Cascade particle system and we want to render the same scene with multiple cameras, so multiple renders are required. In order to ensure that the result of the particle s ...
Granular Synth Component is not generating a sound as it previously did. ...