Giving an int32 variable the specific ArrayClamp has no affect when the specified array is defined inside a USTRUCT(). Variable is able to be set to a value outside of specified struct's range. ...
void USceneCaptureComponent2D::CaptureSceneDeferred() { UWorld* World = GetWorld(); if (World && World->Scene && IsVisible()) { // Defer until after updates finish // Needs some CS because ...
While moving an Alembic Geometry Cache in the level using the transform widget the asset will begin to blur even when moving it slowly. This seems related to motion blur since setting the amount to ...
When setting a vector key on tick, and using a dynamic Nav Mesh, the AI Character exhibits severe twitching, and even occasionally gets stuck. This does not occur when the Nav Mesh is set to Stati ...
When using a billboard material as a component it will reflect incorrectly. This happens with both Screen Space and Planar Reflections. ...
Changing class code causes class instance placed in the viewport to produce the warning message shown below upon hot reload. Also reported that callstack occurs but does not crash the editor. The ...
The Create New Asset Section for applying an image to a brush is directly under the mouse after clicking on the dropdown. If the user simply clicks (and does not hold down the mouse button) they wil ...
Users can create project with existing name of "Slack" which causes conflict with existing Slack.h. Call stack is log file. ...
While in Standalone Game Mode, Selecting Shift + F1 does not return mouse control to the user as in previous versions of the Engine. ...
When switching editor modes Realtime rendering will always switch back to enabled unless you are in "Place" mode. While in "Place" mode the editor will remember your setting for Realtime rendering i ...