Selecting all descendants of a folder hierarchy in the world outliner doesnt accurately show what all is selected. This does not always occur and is a visual bug. The items in the level are still se ...
As of 4.20, ENABLE_NAN_DIAGNOSTIC is now enabled in all Debug configurations. However, this does not work well with the TransformNonVectorized that is used on platforms like android. If this combina ...
Hot Reloading fails in 4.21 if a project code class that derives from a plugin code class is modified. The Editor appears to be looking for a corresponding Hot Reload .dll for the plugin, even thoug ...
Editing the bCanEverAffectNavigation flag on an Actor Blueprint is propagating the value of the property to the Blueprint instance, but fails to properly update the navmesh according to the new valu ...
Hierarchical Instanced Static Meshes are partially ignored after building the navigation mesh. This is causing the navmesh to be generated within all or part the HISM instead of around it. This ...
A licensee reported that "Build" button causes "Validation failed" and breaks meshes in a Sublevel according to a prescribed procedure. The process is quite complicated, but I can 100% reproduce thi ...
Frustum culled landscape components stop casting shadows resulting in the shadows disappearing near the edges of the camera in square sections. Unable to test in 4.20 or 4.21 as provided project wa ...
Landscape far shadows are interfering with the distance field soft shadows causing a conflict, and stopping the distance field soft shadows from rendering at all. Working as expected in 4.20 CL# 43 ...
The grid in the blueprint editor is not able to be hidden via the Show Grid flag in the viewport dropdown. This has regressed sometime in //Ue4/Release-4.25 as I cannot reproduce this issue in //UE4 ...
Reported in SF [Link Removed] Path Tracer renders of images with 3D grass may not display 3D grass in the foreground of an image. The 3D grass material will not appear or may appear to cut off at s ...