Collision build at runtime for LiDAR point cloud does not apply. This applies to Editor and Standalone. If you do not allow collision builds at runtime, this module should not be available at runtim ...
When using the PCG Duplicate Point node's "Direction Applied in Relative Space" option, this deletes or messes with the output metadata and, if connected to an output or using it's debug mode, will ...
When using an orthographic camera all point lights set to movable or stationary stop rendering while playing in the editor. This is also broken in standalone game. Note I've attached the project f ...
Licensee reports a difference in behaviour in instanced blueprints containing SplineComponents from 5.3 to 5.4, with respect to whether a placed blueprint containing spline component instance can be ...
Note: This is possibly related to [Link Removed]. For some inputs, function UE::Curves::WeightedEvalForTwoKeys() inside file "CurveEvaluation.cpp" can incorrectly return the value of the first key, ...
There is an issue where Point lights with source length building static lighting in the incorrect direction, the axis in which the light to be built seem to conflict with the preview build. This iss ...
Transform gizmo turning different colors when using the spline control points on Camera Rig Rail. This appears to happen more when farther away from 0,0,0. Also see some changes based on the distanc ...
Setting Key Interpolation for a point on a curve to Auto behaves differently than it did in UE4. The results are more akin to the User Interpolation with flat tangents. ...
Adding source length to a point light that is set to stationary or static will cause shadows to build incorrectly on movable objects. Working as expected in 4.18 CL# 3832480 Found in 4.19 CL# 4033 ...
The movable point light is abnormally lit when it disappeared by the setting of r.MinScreenRadiusForLights rather than "Max draw distance" and appears back. After you disable and enable the "Affect ...