During gameplay when the view target camera's aspect ratio is not exactly the viewport's aspect ratio, the presence of rendered debug draw elements (DrawDebugArrow, etc) makes the viewport's rendere ...
Translucent materials are no longer showing light reflections in scene when using r.forwardlighting 1 with lights. This is a regression from functionality in 4.11.2. This no longer works with 4.12 ...
Class ref is not passed to server within the struct in UE 4.19. Instead, the default value is passed to the server. LogNetPackageMap: Warning: SanityCheckExport: CacheObject == NULL. NetGUID: 1, Ob ...
The Subsurface shading looks incorrect in the Blueprint Viewport window. Adjusting the cvar for r.sss.checkerboard from the default value of 2 to 1 looks more correct and a value of 0 switches back ...
TargetArray nodes are reported as invalid if played in Standalone mode and the blueprints they are contained in are not rendered. Playing in PIE however works correctly and all blueprints are rende ...
This is a regression in behavior between 4.14.1 and 4.14.2! The editor will crash when importing FBX meshes that have multiple material ID assignments. If it's a single material ID it will import w ...
Mesh Painting Texture Paint tool can miss some pixels along UV seams, even with "Enable Seam Painting" set to True. This appears to be because of the difference between rasterization and sampling. ...
A change has been done to the TSoftObjectPtr class that warns when constructing a pointer-to non-const from a pointer-to-const. This change makes sense and is correct. Example: UTexture2D* Loade ...
Particle systems ignore lighting channels - no matter what channel a light is on (even if no channels are selected), it will affect lit particles. Changing lighting channels on the particle itself h ...
DESCRIPTION: When importing a mesh with 1 or more additional LODs when Generate Mesh Distance Fields has been enabled via the Project settings will cause a crash if the import options include using ...