Specular highlights can disappear with clearcoat materials, when "Clear Coat Enable Second Normal" is enabled ("r.ClearCoatNormal"). ...
The logic for data validation on UGameplayEffectComponent expects it to be owned by a UGameplayEffect. Any Blueprint derived from UGameplayEffectUIData (child of UGameplayEffectComponent) fails this ...
When animating the split fraction of a splitscreen experience, TSR causes an significant increase in UAV memory. In PIX, this appears to be caused by TSR allocating the history multiple times when ...
When a component that is included in a blueprint by default is set and placed in the viewport, the instance of the blueprint is not updated in the viewport if the yellow arrow is used to reset the c ...
Open Level does not properly work in Launch Game. Instead of streaming the intended level, it streams the previous level. ...
Selecting tiles within the Tile Sheet Editor becomes laggy after changing the size and spacing of the tile set. ...
Any material that already exists in 4.11p1, with tessellation enabled, causes assigned geometry to disappear. Any material created within 4.11p1, with tessellation enabled and a base color, causes t ...
When possessing a vehicle, if you are standing on top of it with a character, once you begin to drive away, the vehicle will begin to be drawn back towards the character as if it is attached somehow ...
A hard crash can happen when applying auto convex collision to a complex mesh that is below a certain build scale or screen size. The meshes that cause this have higher poly counts and increasing th ...
Set tracking origin has a 90 degree offset between Floor and Eye level. When switching the Setting for the Set Tracking Origin Node from Floor level to Eye level, there appears to be a 90 degree dif ...