When Custom expression is connected to custom UV then material wont compile. This is working as expected in 4.22 CL# 7053642 Found in 4.23 CL#7321677 and 4.24 CL# 7321677 This is a regression. ...
In splitscreen, Material node SphereMask causes Material Billboard to only be visible to first player's viewport. Found in 4.22 CL# 7053642, 4.23 CL# 8386587, 4.24 CL# 8557439 ...
In Content Browser Preview asset looks correct, but when opening and using texture. Only textures A and B are used instead of A,B, and C. Found in 4.23 CL# 8386587 and 4.24 CL# 8748719 ...
Changing the effect quality from the console window causes Niagara systems to reset their visibility. Tested in 4.22.3(CL - 7053647), 4.23 (CL - 8386587), 4.24 (CL - 9023396) ...
Adding a Custom Depth material at runtime does not make the object its applied to render through walls. Tested in 4.22.3 (CL - 7053647), 4.23 (CL - 8386587), 4.24 (CL - 9413529) ...
Using baked and dynamic lighting produces varying results when implementing SingleWaterLayer Materials. This was reported and tested in 4.24 Preview 4 (CL-10387632) and reproduced in Main 4.25 (CL ...
You can't edit a gameplay tag when you bulk edit via the property matrix. Found in 4.23.1 CL#10757647 Reproduced in 4.24.1 CL# 107567474.25 Main CL#10868506 ...
This wasn't like this in 4.24 (see attached images). If you create a variable Engine.Owner.Position the search will find it however. Found in 4.25 Preview 2. Reproduced in 4.26 Main. ...
Shadows in an asset's thumbnail disappear after opening and saving the asset, whether changes are made or not. Tested: 4.24.3 CL#11590370, 4.25P6 CL#12493028, 4.26 CL#12767035 ...
When calling TearOff followed immediately by Destroy, the channel will be closed with the reason that the actor was destroyed, so the actor will be destroyed on the client as well. In the UDN linke ...