When switching from Scene Depth Collision to Distance Field Collision for a GPU particle system the preview window flickers, but returns back to normal when switching back to Scene Depth. Found in ...
Force feedback does not strengthen when expected on IOS. It stays the same regardless of where the pawn is on either the red or yellow squares. Tested on 9753_iPhone 7+ 12.0.1 and 16021_iPhone XS ...
ComponentSweepMulti sweeps each shape of a component, however resets OutHits at the start of a new shape, losing the prior hits, only returning the hits of the last shape swept. This is a regressio ...
Seamless Travel creates Pawns for controllers that shouldn't have a pawn created for them. This only happens is Seamless Travel is enabled. Regression?: No This occurs in 4.20 ...
When PIE is started with the Enable Game Sound box unchecked, we set master volume to 0 to mute game sounds. However, any call to LoadMap will both flush the audio device and set the volume back to ...
When shifting camera aperture and focal distance, dot artifacts appear on meshes. Found in 4.20 CL# 4369336, 4.21 CL# 4613538, 4.22 CL# 4708082 ...
Using bFasterWithoutUnity and MinFilesUsingPrecompiledHeaderOverride, on ShooterGame.Build.Cs results in Engine crash. ...
An overly generic error message is produced when you have a TArray UProperty that contains a non-blueprint friendly type. For example: UPROPERTY(EditAnywhere, BlueprintReadWrite, editfixedsize) TA ...
The Git plugin should probably remove "warning: LF will be replaced by CRLF" messages as redundant noise. ...