Non-nanite static mesh components still show an individual highlight outline which individually selected even with other non-nanite static mesh components in the same actor. This is different when t ...
Refraction does not adjust the scene depth texture, leading to a mismatch between Scene Color samples and Scene Depth samples. ...
An imported file that resides within the project's folders gets a relative path. That path is not updated it you copy the uasset to another folder, so from the location of the new asset's the relati ...
When using a UserSceneTexture in a post-process material, a visible rendering issue occurs if the viewport's ScreenPercentage is set to below 100. This issue looks like it might stem from an incorre ...
When TSR is enabled, translucent materials using the AfterMotionBlur translucency pass cause visual artifacts when local exposure is active. The artifacting is believed to occur because the local ex ...
When disabling Occlusion Culling, Components will not have their Last Render Time updated. ...
When using split screen multiplayer the second or more players that are added for split screen will have their characters shadows occluded when the bounds are not within view of player 1. Setting ...
If the GameInstance set in Project Settings > Maps & Modes > Game Instance Class is renamed or moved to another folder, the Game Instance Class is switched to None. This causes a launched game to cr ...
Cannot use multiple SubScene tracks. When trying to add a subscene to a second subscene track, it just snaps onto the original subscene track. ...
Editor crashes when a UMG widget (Text block, whatever) and an animation track share the same name and the animation is played. NOTE: The Editor will not allow you to name a Widget the same as an a ...