Per Licensee: We have noticed that the volumetric light shafts have become much more "flickery" and unstable compared to 4.18.3. This is visible in just the empty project with an unmodified engine. ...
Since Gamepad input works without needing focus (which was added in 4.9 with [Link Removed]), a Gamepad's input will also affect all instances running on the same computer. Regression?: No This occ ...
Visibility of World Outliner doesn't affect skylight. But it affects other kinds of lights like Point Light, Directional Light. I found that USkyLightComponent::CreateRenderState_Concurrent() doesn ...
This issue is related to [Link Removed] (which was fixed). However if the user creates a new actor and then adds a static mesh they can end up with permanent holes in their nav mesh. If the user tog ...
In the Preview Scene Settings, adjusting the Lighting Rig Rotation setting manually doesn't affect the lighting. It only affects the sky. ...
After slicing a procedural mesh, the cap on the sliced end does not seem to be affected by lighting. This can result in the end looking dark. ...
Found on: //UE4/Dev-VR CL-2967563 Screen percentage post process volumes affect rendering on the OSVR. It also renders incorrectly when affected. The incorrect effect has been logged as [Link Remo ...
Cull Distance Volumes Affecting Actors After Being Deleted. Found in 4.22 CL# 7053642, 4.23 CL# 8386587, and 4.24 CL# 9428115 ...
Crane Yaw value affects attached Camera Rotation. My expectation is based on the fact that Crane Pitch leaves the camera level ...
Creating an actor with a UMaterialBillboardComponent causes Editor hitching. ...