Damping is handled differently at lower frame rates. Slight changes in damping at lower FPS (25) drastically effects objects and isn't applied in the same way as at higher FPS (60) User Description ...
The blueprint that the user is using loses some data when the editor closes and reopens despite saving all of the content. Note: Currently unsure of what exactly causes this but as I am able to rep ...
The order of passes related to Decal rendering (without the DBuffer) and CustomDepth is changed by the CVar "r.Lumen.AsyncCompute", even when Lumen is not enabled. This causes Decal Materials that ...
Renaming a Struct variable that is used in a Widget BP creates 'Warning: Unknown property in' warnings in the Output Log User Description: I think this should be brought up as these seems to be a ...
After creating a custom struct in C++ and adding a variable of that struct type to a Blueprint, hot reloading a code change that involves altering a function that takes the struct as a parameter res ...
Physics enabled Child Actor components that spawn with with a delay, always spawns at world origin **This is a regression. It was working in 4.11.2 Could also be related to: [Link Removed] User D ...
Perforce integration creates bad changelist when deleting or renaming a file, then renaming another into its place ...
When you select an asset that references a skeleton that has moved, the editor asks you to choose a new skeleton. When you choose Yes is it gives the message "The Anim Blueprint could not be loaded ...
Tilemaps using lit methods of rendering are subject to strange lighting behavior. If the material for the tilemap is using a 'masked' method of rendering. Lighting will appear at incorrect angles. ...
WP dynamic navmesh does not properly react to actors or navigation modifiers that are loaded in areas that the navmesh has not yet streamed into. Although the actors/modifiers are not part of the ba ...