Per-Object shadows cast by a stationary point light do not appear in the correct place on movable geometry. ...
Only certain sync state structs are intended to persist between frames. These are configured via MoverComponent's PersistentSyncStateDataTypes array. There appears to be a bug in the way the standa ...
When using TMap with "Categories" meta UPROPERTY tag for gameplay tags, it propagates into structs that it shouldn't reaching into. The expectation is that it would only impact the layer of gameplay ...
Switching to SM4 when you have LPVs active in a project will crash a project. Also reproduced in Main Promotable-CL-2589716 and 4.8.0 Launcher [Link Removed] ...
When Editor Multiplayer Mode is set to Play As Listen Server the editor will trigger a breakpoint on exiting PIE if any event is ran though the level blueprint ...
In an Anim BP, splitting the transform structs of a Transform (Modify) Bone node causes the node to be come non functional. Transform components must be combined in order for the node to work. EX ...
Adding Screen Space reflections to a Translucent Material Causes black reflections. Sometimes the reflections are completely white and do not change when changing the intensity of the lighting. [L ...
Having a Matinee Controller in the Level Blueprint and a Visibility Track with multiple Show and Hides will cause a compile error in the Level Blueprint. ...
Incorrect Root Motion Rotation on AnimSequences created with Sequence Recorder ...
Users are able to set a folder as the project using SlateDialogs in Unreal Frontend on the Linux machine. ...