When any of the inputs to a fast path node are connected from a struct member from multiple splits or splits combined with breaks, all input connections to the node will be effectively ignored, inst ...
Disabling the Decal DBuffer in the Project Settings>Rendering causes the Decals to not render on geometry that overlap their respective Decal Actor. Tested in 4.21.2 (CL - 4753647), 4.22 (CL - 5 ...
Using more than a single break struct node in sequence (despite no break nodes performing calculations) disables fast path. Splitting structs instead does not cause this issue. ...
When using Lighting Scenario, loading order will affect how it's applied to the instances, resulting in corruption if content is loaded after the lighting scenario ...
Project configured to spawn Niagara system via Character blueprint in a Code project fails to Cook, then crashes project on open Discovered when verifying [Link Removed] (also similar to [Link Remo ...
After disabling Static Lighting, shadows only render for Tessellated Landscape when being selected in the World Outliner instead of rendering all of them regardless if it is selected. Tested in 4.2 ...
"SteamVR stereo layers are using the wrong coordinate system conversion and are being improperly rotated. All other conversions in the SteamVR module are using the correct one, just this particular ...
Unable to package a CPP project with Bitcode enabled Confirmed in 4.23 MAIN @ CL 5291468 ...
In UPoseAsset::GetAnimationPose after the curves are blended the all out pose's rotations are normalized for each track instead of just the specific bone for that track (See linked UDN for more deta ...
When making changes to the properties of widgets in the details panel, the text fields to not remain highlighted. This functionality appears present in other areas of the engine. Such as when dealin ...