The expected behavior occurs in 4.19; unexpected behavior occurs in 4.20 and 4.21. Marking this as a regression. Per User: Reading the LightAttenuationTexture in a material receives interference ...
Left Eye Renders black in VR when a PostProcess Material is applied. On Quest Right eye renders post process mat and left eye renders scene, but upsidedown. Also occurs in Packaged Project and/or ...
Crash when ApplyPhysicalAnimationProfileBelow node and UPhysicalAnimationComponent :: UpdateTargetActors by UPhysicalAnimationComponent :: OnTeleport run in the same frame. Because RuntimeInstanceDa ...
As soon as the visibility tool is used, we're adding references to the "/Engine/EditorLandscapeResources/DataLayer" asset from landscape components. If the user decides to cook without editor data ...
If multiple game objects are selected at once and their text field is edited, instead of getting N events, it produces N-squared events. It looks like FPropertyHandleBase::SetPerObjectValue is call ...
Screen space denoiser creates two types of artifacts: artifacts around boundary for general lighting The artifact is there before 5.2 but since the ray traced shadow denoiser denoises on the sqr() s ...
When repeatedly loading and unloading sublevels with a NavBoundsVolume, it will cause a crash when using a NavModifierVolume. When the NavMesh is unloaded, it seems that the number of the DirtyLayer ...
Planar reflections with any value lower than 100 for SeparateTranslucencyScreenPercentage are skewed/distorted when moving the camera, not representing the correct image when the value is 100. ...
When rendering out the Buffer Visualization Targets with the HDR setting on, the resulting Scene Color EXR is rendering significantly washed out compared to the Buffer Viz. in the Editor and if comp ...
The color picker window stays open if the Eye Dropper tool selects color from anywhere other than the viewport. The color is captured in the color picker before it closes, but makes it a nightmare t ...