Motion tolerance for Spawn Per Unit does not affect the particle system. Even if the vaules are set very high. Found in 4.18 CL# 3832480, 4.19 CL# 4033788, 4.20 CL# 4369336, 4.21 Preview 2 CL# 4472 ...
Using the maximum resolution available on the monitor for windowed mode results in the window overtaking the Windows taskbar. ...
Attempting to Reimport multiple Data Tables that do not have associated data source files results in the Engine crashing. When a single Data Table is selected to be reimported, the Editor asks for t ...
When "r.EarlyZPassOnlyMaskedMaterials" is enabled, masked materials used with particles will flicker when close to the camera. Found in 4.17 CL# 3658906, 4.18 CL# 3832480, 4.19 CL 4033788, 4.20 CL# ...
If a nativized Blueprint event graph includes a call to a native, BlueprintCallable function that's also marked BlueprintAuthorityOnly, if the Blueprint is nativized, the function will incorrectly b ...
When CopyActorProperties is used with a target being a template such as a blueprint, it can copy and serialize EditInstanceOnly Properties. ...
Blueprint Structure tooltip edits get discarded. Current workaround is to make a secondary change that is not needed along with the desired change, Then edit it again to remove the secondary change. ...
Licensee reports very long C++ compile times during packaging after nativizing a UMG Blueprint asset containing a very large and heavily-nested widget animation hierarchy. The support thread outlin ...
When moving actors spawned from within the editor to a new sublevel, their meshes stop rendering. However, if you open a new level then re-open the old level the meshes become visible again. You wil ...
Selecting all descendants of a folder hierarchy in the world outliner doesnt accurately show what all is selected. This does not always occur and is a visual bug. The items in the level are still se ...