Level Instances are spawned in the origin (0,0,0) after making a packaged build in Linux ...
When the viewport is in Top (ortho) Lit mode the near plane clips through geometry as you zoom the view in and out. ...
The base color is brighter on Nanite meshes than non-Nanite meshes when GBuffer Format is set to "Force 16-bits per channel" (r.GBufferFormat 5) even though the meshes are using the same material. ...
Geometry that has its "Shadow Cache Invalidation Behavior" set to "Static" will still draw in the dynamic shadow cache when it is experiencing WPO ...
In a mesh asset, setting Navigation>IsDynamicObstacle=true will make the Navigation / Cylinder Collision projection appear in a wrong position. As described in the case, the fix should reside in Na ...
1. Download the Licensee repro, compile, and open:https://udn.unrealengine.com/s/contentdocument/069QP00000CdN7WYAV 2. Press the first hatched button on the top bar, next to the Platforms dropdown. ...
It appears that the Landmass plugin has a content dependency on the BlueprintMaterialTextureNodes plugin. If the BlueprintMaterialTextureNodes is not loaded, then the blueprint "/Landmass/Landscape ...
Using Material Attributes as an input to a Custom Expression causes the HLSL Translator to create multiple CustomExpression# functions, for each used member of the Material Attributes, rather than u ...
Drawing a material to a render target when that material samples an RVT can cause an editor crash. In our testing, the check() did not always occur on the first PIE session, but would always occur ...
Certain interactions between a Rect Light with a Light Function and a Post-Process volume lead to a check() when compiling a Ray Tracing PSO for tracing lights. This check() only happens when shader ...