The common animated switcher will currently flicker for one frame when its transition animation completes if global invalidation is enabled. This appears to be caused by a visibility change (HitTest ...
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 ...
When a shadow casting light is closer to the groom than some proportional amount the groom is away from the shadow catcher, the groom's shadow will disappear. This only occurs using VSMs. Raytraced ...
Edit MattK: Not reproducible yet If the editor is open and used for a long period of time without being closed, it stores memory use. After building up a significant amount of resources building us ...
This can also be observed while running in PIE mode using the console command "r.TSR.Visualize -2". It is not clear whether it is only the TSR flickering temporal analysis visualization that is exh ...
FSkeletalMeshComponentInstanceData subclasses FSceneComponentInstanceData instead of FPrimitiveComponentInstanceData. When calling ApplyToComponent() the SceneComponentInstanceData version will be c ...
Changing the name of a newly-created folder that contains a few copies of the same map causes a crash in the Landscape Mountains project. This crash did not occur in a clean First Person project wh ...
Setting the values for Fringe Saturation within the Post Process Volume does not seem to have any visual change. The documentation suggests that changing the Fringe Saturation will either increase ...