Vignette seems to be being applied to the entire frame instead of each eye in stereoscopic, creating a really strange effect in your peripherals when viewed through a HMD. Can also see this effect i ...
When debugging a blueprint using breakpoints, if you click the Resume button while you have Get World Delta Seconds running on tick, it will always return a maximum clamped value of .4 seconds (or l ...
The Move Directly Toward task does not seem to be working without a Nav Mesh in the level. Based on the tooltip "moves directly to the target without regard to any navigation system", it is expected ...
Garbage Collection is causing noticeable hitches on whatever interval it is run on. This is noticeable in the UE4 Profiler, as you will see a spike every X amount of seconds, depending on how often ...
The editor crashes when moving a child actor component in the blueprint viewport. This has not been reproduced in a clean project, and only seems to be occurring in the user project where they have ...
When forward rendering is enabled along with Mesh Distance Fields if you go to visualize Distance Field AO in the main viewport the editor will crash. This only affects the Forward Render and works ...
When navigating the viewport, placed actors can leave a "black shadow" as the camera viewpoint changes. The artifacting remains until "Game view" or wireframe mode is activated. This only occurs i ...
World Outliner selection does not update transform widget location during play. This issue can be easily fixed simply by reselecting the object, this issue only affects the first time the object is ...
Possibly related to [Link Removed]. This affects Static, Stationary, and Movable point lights when upgrading a project from 4.18 to 4.19.2 or Main (tested in CL 4101872). If you click the "Reset to ...
Crash always occurs when executing Visualize Texture Command with Texture id. Looks like GVisualizeTexture.Mode doesn't affect correctly. Workaround: VisualizeTexturePresent.cpp FVisualizeText ...