The VOIP Sample Rate property is misspelled. Please the screenshot for further clarification. Expected: The property should say VOIP Sample Rate. Result: The property says VOI PSample Rate. ...
Particle emitter with Mesh Data type does not change material to new material instance. It will not apply changes that are being made at run time to a parameter in the material instance being used. ...
Within the declaration of the APlayerCameraManager class, the GetActorLocation and GetActorRotation functions have mixed up Tooltips Result: Tooltip says to use GetCameraRotation for the GetActorLo ...
The dynamic shadow distance movable light setting is only working for values below 20000 on translucent materials. The shadow cast on the translucent material will fade out long before the opaque ma ...
This bug seems to repro very inconsistently for me, but I've seen it affect Atmospheric Fog and Exponential Height Fog, and reproduced in 4.18.3, 4.19.2, and Main CL 4093338. I've attached Config fi ...
Reimporting an asset after making changes causes loss of saved LOD changes when editing a static mesh. Similar issue was logged and fixed for SkeletalMeshes but this issue is still occurring for ...
In splitscreen, Player 0 view influences reflections for other player views. A user submitted the included test project showing the issue, and I have reproduced on 4.18.3 as well as 4.19.2 (see Spli ...
When you set the rotation rate of a Rotating Component so that the moved actor reaches exactly 90 or -90 pitch, it stops rotating for a few seconds. ...
No user comments in crash group 771 void FStaticMeshRenderData::AllocateLODResources(int32 NumLODs) 772 { 773 check(LODResources.Num() == 0); 774 ***** while (LODResour ...