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 ...
Regression as of 4.22. Translucent Depth Sort Policy results in improper rendering ( Z-Fighting flickering) with Paper2D Sprite Components. ...
This does not occur with some previously packaged First Person templates that were on the device still namely one from //UE4/Dev-VR 4.21.0 @CL 4277723 It also does not occur with other apps on the ...
It appears that the Anim Instance class is no longer accessible. As a result, no animation blueprints made are accessible via blueprints - regardless of whether or not the skeletal mesh actually use ...
The construction script is not updating in the PIE when the text is set through that method, there is a current workaround to set it on event begin play. This issue affects the Text and Textbox comp ...
When using an Actor Sequence Component in an actor blueprint, the sequence will not play in Standalone. In the test, a cube was used and was increasing its scale using the sequence. When playing in ...
Setting a custom stencil on meshes is not working when using a mobile renderer. This is working as expected in 4.20 CL# 4369336 Found in 4.21 CL# 4541578 and 4.22 CL# 4556068 This is a regression ...
Imported FBXs that use UBX will import their collision rotation incorrectly. You can see this when scaling the collision non-uniformly. Found in 4.20 CL# 4369336, 4.21 CL# 4541578, and 4.22 CL# 46 ...
This assertion seems to occur when closing the project while a sound is playing on the device. Assertion failed: CommandBuffers[NextIndex].SourceCommandQueue.Num() == 0 [File:D:/P4Workspaces/Switch ...
When trying to copy a setter node for a GameplayTag variable from one eventgraph to another eventgraph the engine crashes. If the blueprint that is copied into has a GameplayTag variable with the sa ...