'r.StaticMeshLODDistanceScale' doesn't effect 'show LODColoration'. It does effect the actual performance of the LOD in the level but the LOD Coloration doesn't reflect the change. Licensee Descrip ...
When a client operates at a high framerate on a dedicated server, their player movement will become desynced with the server. This manifests in different ways on different versions. In 4.21, it caus ...
When importing a static mesh into a project with the appropriately named materials in it already they won't apply to the mesh automatically when setting Search Location to All Assets without being i ...
Screen aligned particles with very low velocity will squash in 4.23+ (No squashing in 4.22) Confirmed in 4.25 MAIN at CL 10333042 ...
The editor crashes when attempting to open a widget blueprint. ...
Play rate affects all blendspace samples using the same Anim Sequence Occurs on? 4.15 - 3450819 - YES 4.16 - 3466753 - YES 4.17 - 3502710 - YES ...
Custom collision presets will not be saved properly to foliage after closing and reopening the project. Additionally if you make changes to any collision preset in project settings, the foliage will ...
The "LookAt AimOffset" animation node does not recognize the interpolation setting on its assigned Blendspace. This causes the animation to snap to positions instead of smoothly rotating to them. ...
With material layers enabled, selecting two sided foliage will cause the engine to crash. This is working as expected in 4.20 CL# 4369336. Found in 4.21 CL# 4541578 and 4.22 CL# 4573698 This is a ...
Hierarchical Instanced Static Meshes are partially ignored after building the navigation mesh. This is causing the navmesh to be generated within all or part the HISM instead of around it. This ...