There is an extra option for the Planar Reflections with the Primitive Render Mode that appears to have the tooltip legacy. This issue does not appear to be a regression. Versions Tested: Issue occ ...
Destructible Meshes are losing collision and physics after a project has been packaged. They will work normally when running PIE. ...
Trying to build lighting on a map with high density foliage will fail lighting build or cause the editor to crash. This occurs in 4.15, 4.16, 4.17, and 4.18. There have been multiple reports of this ...
-Morph target cycles through all values instead of only alternating between 1 and -1 -Couldn't reproduce in 4.17 -attached a test morph target asset Link to example video from user: [Link Removed] ...
When trying to change the value of Agent Height under RecastNavMesh-Default it will change back to its default value when you open back up the project. ...
Some information is not retained when compiling an actor if the information was changed via a blutility event. Additional info. Adding a static mesh component to an actor will not be retained on ...
As of 4.18 and onward, collision sweeps related to Character Movement seem to be causing higher tick times than usual. Example project: [Link Removed] Regression?: Yes This did not occur in 4.17 ...
MediaSound component attenuation radius preview disappears from viewport when changed. You need to deselect and re-select the actor when you want to see a preview of your attenuation fall off. You d ...
The CanLaunchURL() function seems like it would check the provided URL to make sure it is valid. The comment for the function in GenericPlatformProcess.h appears to imply that this is what the funct ...
The BindWidget meta specifier allows us to bind a native widget pointer to a widget added to the hierarchy of a UserWidget in the widget editor. However, it appears to only search for a matching wid ...