When using a Physics Asset with 4 or less physics bodies the flag for Start Awake cannot be disabled, even if unchecked, when Simulate Physics is set to true. I've attached a project with assets f ...
Foliage/hierarchical instanced static mesh components have issues with culling when their material's "Max World Position Offset Displacement" value is a higher amount, e.g. 100.0. ...
When updating the P_BirdsClose_Circling to a new engine version (4.12.5 or higher) the particle system breaks. ...
When the user attempts to place an object on a tracked plane it slides around the environment not staying in the expected place. Using the ARDebugcheck project with the show planes option you can se ...
Dbuffer decals with a Translucent Blend Mode are not rendering in the preview window of the Material Editor. Note I noticed the Default Blend Mode for Dbuffer Decals is set to Translucent now inste ...
After adding a classed based on ProceduralMeshComponent the code for the project does not compile any longer. **This is a Regression - Adding ProceduralMeshComponent class would compile successfull ...
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 ...
This only affects certain dropdowns and only occurs when the editor is open. Also occurs in 4.15.2 This has been seen on the following macs:AMD R9 M395 iMac running Sierra 10.12.5 ...
Setting the SetActorEnableCollision blueprint node to false does not disable collision for a destructible mesh. Workaround: Adding a static Mesh component and setting any mesh will cause the collis ...
When running GenerateProjectFiles.command on Mac from a folder with a space in the nam, the folder structure is read incorrectly. This leads to the .command file failing when trying to set up Mono ...