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 ...
No user comments in crash group 686 // Iterate over all chunks, serialize them into memory and decompress them directly into the destination pointer 687 for( int64 ChunkIndex=0; ...
When playing in mobile preview or on the mobile device. The color is darker than what is seen in the editor. ...
Particles that are spawned using the surface of a static mesh will be offset from the systems placement in the world unless it is at world origin. Working as expected in 4.19 CL# 4033788 Found in ...
The order in which actors are listed on a physics constraint affects the physics simulation. This should not make any difference in how the physics are simulated. Regression?: No This occurred in ...
With dense volumetric fog enabled it will cause the lighting to get darker each build you do. ...
Project will fail to package with more than one actor containing ISM Components. From user: "...After some testing I found that it only occurs if there are multiple actors in a map (either of the ...
It is not possible to access properties of the {FAppleARKitFrame}} struct within a Blueprint. The struct itself is exposed as a BlueprintType, but none of its properties are also exposed. ...
Editor crashes when importing an .abc file as a skeletal mesh and the assets materials already exist inside the project. -Materials need exist inside project before import -If the .abc file is imp ...
Grandchildren (C in an attachment hierarchy of A < B < C) that are auto welded have issues related to overlap events when moving via physics. They tend to overlap later than they should. This does n ...