The UStaticMeshComponent.PreviousLODLevel variable always returns 0 no matter what the last LOD actually was. Regression?: No This also occurred in 4.16 ...
Transition Screen Size doesn't seem to affect when LODActors are added to the level. This was occurring before Dev-Framework's merge into Main at CL 3198987. ...
When a blueprint's component hierarchy is changed by changing a child component's mobility value to Static while deleting its parent component which has Movable mobility, levels saved with an outdat ...
This bug report was entered as new crash groups appeared linking to [Link Removed] which was marked as fixed for 4.15.1 and the previous reproduction did not reproduce the issue Error message: Ass ...
Backstops show up to be larger than the clothing asset when an asset is imported at a scale other than 1.0 and a clothing assets is created and applied Inconsistent in 4.18 but consistent in 4.19 ...
Play Rate does not affect audio tracks. Slowing the play rate also causes the audio tracks to repeat with an offset. Note: This is working straight from a Sound Wave. If you use a sound cue, the ...
Hierarchical Instanced Static Mesh components that contain no foliage are disappearing when ShowFlag.InstancedFoliage 0 is used. This was reported and tested in 4.24.3 (CL-11590370) and reproduced ...
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. ...