Collision build at runtime for LiDAR point cloud does not apply. This applies to Editor and Standalone. If you do not allow collision builds at runtime, this module should not be available at runtim ...
Causing a Nav Mesh update, such as by moving an actor into the NavMesh that will create a hole, seems to be breaking Nav Link Proxies by preventing characters from being able to use them. ...
The foliage in the map appears to be unaffected by the changes in view distance. The scalability settings are changing the cvars to the right values but the change is not being reflected on screen ...
If some sequencer events are added to LatentAction queue while calling SetPlaybackPostion using Play method, the events will not be digested. So the LatentActions cause that ensure condition failed ...
When using a Gamepad, there is an issue where input from the controller continues to control editor menus during Mobile PIE session. This issue does not a appear to be a regression. Versions Tested ...
A licensee is reporting incorrect or over exaggerated loss of specularity on the Subsurface skin shading model when shadowed by indirect capsule shadows, and then modifying the r.sss.checkerboard se ...
In the Landscape Tutorial Overview there is a word missing in the tutorial. ...
In UE4.11p6, previewing Nav Mesh in DX12 Mode causes Editor to crash. ...
Dynamically spawned objects' collision does not seem to be working in a packaged game when the Cook Blueprint Component Data for Faster Instancing at Runtime option is enabled. Found in 4.14.1. Un ...