When using non-Lumen lighting and Screenspace reflections off, the skylight location overrides the Reflection Capture location during Build Reflections. This results in a Reflection Capture taken fr ...
Setting the start time within the Play node for an audio component does not function when deploying to Android. The set up works fine when playing on the PC, and the sound functions on the Android ...
DESCRIPTION: When attempting to change the collision profile of a destructible via Blueprints it will not set appropriately. The collision profile set via the details panel for the individual object ...
When using Mesh Painting on nanite meshes in 5.5 with 'r.VT.SplitPhysicalPoolSize' set to non-zero values (e.g. 16, 64), several issues occur, such as: 1. Painting doesn't update in real time (only ...
Worked: P4 Main 4.7 CL:2375748 P4 Releases 4.6 CL:2369413 (Gold) Broken: Portal Binary 4.5.0 CL:2326478 After creating a matinee with event(s) in it, creating a Matinee Controller only shows the " ...
Navigation does not work in sub-levels. If the Nav Mesh Bounds Volume in a sub level is not touching a Nav Mesh Bounds Volume in the Persistent Level, it will not appear or function during Play. It ...
Unexpected behavior occurs from moving multiple widget components with render transform applied to them. The individual components seem to change relative position or rotation when being clicked and ...
If the UPROPERTY() specifier "VisibleDefaultsOnly" or "EditDefaultsOnly" is used on a component reference that is attached to the root component selecting the actor with this component in the world ...
Light functions do not work as intended with volumetric fog when using clamped mask textures which are not compatible with the light function atlas. In light functions materials, when using any UV ...
DESCRIPTION: When a destruction mesh has been setup to move to a location or use a lerp if it is destroyed the components will fall, come to a rest, and then the entire destruction destruction mesh ...