When using multiple collision boxes with the mesh scaled in a negative axis while the collision boxes are rotated that the rotation is not taken into account when using the negative scale. ...
Shadow artifacts will appears when the camera is moving towards a character or if playing will appears with the character if Self Shadow is enabled for the character. Sample video and image attache ...
When you have a multi-material mesh assigned to a blueprint in which one of the material elements is set to a Dynamic Material via the Construction Script, you lose the ability to set teh other elem ...
When building the Promoted 4.12 Solution from Github as of the 4AM commit, the Unreal Lightmass project does not build by default. This results in the inability to build lighting until Unreal Light ...
Collision boxes become sluggish to move when using higher poly meshes. High poly boxes attached (60 K and 120K tris) Users Video for reference: [Link Removed] ...
Adjusting the X Size of a Decal is causing the normals to distort [Image Removed] Reproduced in 4.11-Releases-CL-2804793 Reproduced in DevRendering-CL-2806984 ...
When you have setup a Shared Modules structure in Cascade, and then try to adjust LOD, you cannot adjust the Shared Modules. The current workaround is to go back to LOD0 unshare the modules then re ...
User reporting crash with a specific setup using Lit Translucent FX Clouds and a Day-Night Setup running on a Timeline from Level Blueprint. [Link Removed] 4.8 BUGG: [Link Removed] 4.9 BUGG: [Li ...
It appears that the Vertex Normals from Ribbon Particles are opposite of what is expected via the Default Particle System given both systems share the same alignment (Facing Camera) [Image Removed] ...
This is the same issue found in [Link Removed]. Foliage will not act as an occluder as expected with painted foliage. [Image Removed] Also reproduced in Main CL-2689138 ...