When using Cast Hidden Shadow in splitscreen, the shadow from your character has severe shadow artifacts. This has been observed in 4.18.3 as well as 4.19.1. ...
Cloth mesh reverts back to original painted mesh after editing Tested: 4.23.1 CL#9631420 4.25 CL#10730208 ...
Rect light does not use its assigned source texture on MAC OS. Tested in: 4.23.1 CL#9631420 4.25 CL#11062379 ...
Console history is saved correctly in 5.1. The cause is input.ini in EnhancedInput and InputDebugging added in 5.2. Removing these files are a work around. ...
Texture sample DIs no longer work when used with Niagara Parameter Collections. This seems to affect Volume Texture DIs based on customer reports, but I have not confirmed this. ...
Actor foliage does not respect the "foliage.CullDistanceScale" console variable. This was brought up in a UDN: [Link Removed] ...
When using precomputed visibility on device for occlusion culling the landscape does not take the cameras view into account for culling objects when out of view of the camera and inside a visibility ...
The function that is Auto-Generated when creating RepNotify Variables is not overrideable in child blueprints. (Potentially involved with the inability to add inputs/outputs to OnRep_ functions) ...
Setting a parent and child static mesh scale to negative effects the rotation on child movement This is a regression. Worked in 4.11.2. User Description: We have a simple project example (see att ...
Debug lines (Results of DrawDebugLine()) can be obscured by post processing effects such as a strong glare. Debug lines should be always visible for debugging purposes. ...