This issue did not occur on Windows at the same CL. This was originally being tracked by [Link Removed] but after initially testing the fix for that JIRA, this particular issue persisted and it was ...
Cascaded shadows disappear at some FOVs when far from the world origin. This behavior was not present in 5.2. Also found in CL: 32690246 in Release-5.4 ...
When loading a Sub Level from the Persistent Level of World Composition, the offset of WorldComposition is applied when loading the Sub Level by itself. The offset can be applied repeatedly when rel ...
When using 'Set Input Mode to Game and UI' and enabling 'Use Mouse for Touch' this causes the Mouse to appear in different positions and change the direction the camera is facing. This is a regressi ...
The second player's screen in a Split Screen multiplayer session on Android does not render. It remains completely black. This was also an issue prior to 4.15 but was fixed with [Link Removed]. The ...
We've worked out at least a possible way this can occur from using uninitialized AnimatedNormals values when changing LODs. Ensuring all AnimatedNormals are initialized appears to fix the problem. ...
cf part 2 of that UDN https://udn.unrealengine.com/s/question/0D5QP00000rP4CG0A0/interchange-custom-collision-changes-from-fbx-pipeline?fromCase=1 ...
Duplicating an actor with a Hierarchical Instanced Static Mesh component that has an instance will duplicate the instance as well, but this instance is not rendered. Please note, this was discovere ...
When Using the "Set Position in Viewport" it changes anchor values of a widget to 0. This node seems like this should not be changing the anchor values, but it is unsure if this is intended behavior ...
When duplicating an Actor at Runtime, the duplicated Actor won't execute any tick events when duplicated from the World Outliner or Alt-clicked and dragged in the Viewport. If the Actor is dragged i ...