A licensee is composing independently-authored levels into a single World Partition persistent level by placing each as a Level Instance. NavMeshBoundsVolume / NavModifierVolume are placed inside ea ...
During deterministic Cook / Package validation, the Cooked output of a WorldPartition map was found to vary non-deterministically between Cook runs. Diff detected in the DiffOnly Cook log:Serialize ...
Adding a reference to an external actor in the level blueprint causes the package for the actor to be put in the import table of the level. In some cases, the actor package can end up calling postlo ...
User reports that UserSceneTextures used in Post Process Materials are only correctly rendered inside the left eye in VR. ...
Reported in SF [Link Removed] When making adjustments to the Vegetation growth Season parameter inside Media Mode, if a scene contains Bushes then any adjustments to the Vegetation growth will adju ...
There’s a potential issue with some changes we made to UMaterialInstance::GetParameterValue (https://github.com/EpicGames/UnrealEngine/commit/8f2bebb008ba645f5938da844cd46b0925322b13). It seems as t ...
Please review crash report from EPS case. repro project attached [Link Removed] ...
Custom expression additional outputs are considered (0,0,0) when connected to WPO. ...
Reported in SF [Link Removed] When setting Animator tools to use Collision mode for video, the loop speed of the animator will be twice as fast as specified in the video export. Attached a sample ...
Flickering can occur on translucent materials, usually in the distance when there is at least one directional light and when using VSM. Flickering seems highly dependent on framerate and timing. L ...