Go To Definition fails for Set and Map Utility nodes (does not seem to affect Arrays). A warning similar to the following appears in the output log:LogSelectionDetails: Warning: NavigateToFunctionS ...
Light Propagation Volume Occlusion does not affect scene as it should. The workaround in 4.17.2 is to disable DBuffer decals which will enable the Light Propagation Volume Occlusion. Occurs in 4.1 ...
When the Editor grid is enabled, it draws over the wireframe objects. This is especially clear in orthographic views where the grid completely obscures wireframe lines aligned to the grid placement. ...
When switching from Scene Depth Collision to Distance Field Collision for a GPU particle system the preview window flickers, but returns back to normal when switching back to Scene Depth. Found in ...
Niagara System user paramemters will reset upon restarting if they are used in a Blueprint. This also occurs to the system if you move the blueprint after making changes then pressing Ctrl+Z. Foun ...
MorphTargets/BlendShapes are read from the scene, not the morpher modifier. This also results in blendshapes names being equal to morph target object name (objects), rather then names from morpher m ...
The reflected Sky material looks blurry and low res when set to unlit, however setting the material to Default Lit has the correct reflection. Even though the reflection is correct the lighting brea ...
This has changed since 4.21, AOE attacks are not being registered. Paulo S took a look and determined that this is an engine bug: Happens with any radius based attack. What I found is that any Sphe ...
Niagara Mesh Renderer Incorrectly Rendering Mesh at Distances When Using Two Sided Material. Working as expected in 4.20 CL# 4369336 and 4.21 CL# 4753647 Found in 4.22 Preview 6 CL# 5439949 and 4 ...
Using the Super functions for OnRegister, OnUnregister, Serialize when defining their functionality in a derived class of UPostProcessComponent causes a linker error. Tested in 4.21.2 (CL - 4753647 ...