If a function inside a BlueprintFunctionLibrary class is declared as static, instances of the function node inside blueprints cause the blueprint to not save after a hot reload. This does not affec ...
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 ...
Does NOT occur in 4.23 MAIN @ CL 5035898 Deleting Engine\Plugins\Runtime\Oculus\OculusAvatar\Intermediate did not resolve error. Warnings that are also present in 4.21: LogShaderCompilers: Warnin ...
There is a difference in implementation and set of checks that are made in GetKnownPerceivedActors() depending on if you use specific SenseClass or leave it as nullptr (so it will return info for al ...
Crash always occurs when executing Visualize Texture Command with Texture id. Looks like GVisualizeTexture.Mode doesn't affect correctly. Workaround: VisualizeTexturePresent.cpp FVisualizeText ...
Noise Node Fails to Compile With Voronoi Noise if Ray Tracing is Enabled. Working as expected in 4.22 CL# 7053642 Found in 4.23 Preview 2 CL# 7321677 and 4.24 CL# 7437539 This is a regression ...
The Debug Focus Plane in the CineCameraActor does not appropriately respond to mouse input and position when the Manual Focus Distance is set using the eye-dropper. Tested in 4.21.2 (CL - 4753647), ...