The engine crashes when trying to initialize a native UserWidget within another widget. This happens because UUserWidget::GetSlotNames gets called before the widget tree is initialized, and we don't ...
Packaged projects will not match monitor resolution when SteamVR is being used. STEAMVR 1.7.15 used ...
Adding a Custom Depth material at runtime does not make the object its applied to render through walls. Tested in 4.22.3 (CL - 7053647), 4.23 (CL - 8386587), 4.24 (CL - 9413529) ...
When setting the LODbias via the device profile for a specific Android GPU it does not appear to have an affect on the textures when run on the device ...
The button used to toggle a localization preview in the UMG designer tab does not appear to have an effect on any of the text in the designer tab. ...
Skeletal mesh's physics collision lag behind the actual mesh. It didn't matter if there was just a root bone or multiple bones/constraints. This doesn't happen when using static meshes. The effect ...
The Attach track attachment rules seems to have no effect when selecting "Snap to Target" and playing the sequence. This was reported and tested in 4.23 (CL-8386587). This was reproduced in 4.22.3 ...
The following errors occur when running the networking engine tests with 2 clients and a dedicated server. LogFunctionalTest: Error: Assertion failed: 'EngineTestNetActorComponent bRepArrayAddNotif ...
Sequence Recorder under "Choose Properties to Be Recorded" shows only "Actor Hidden In Game" and no other properties. This was reported and tested in 4.22.3 (CL-7053642). This was reproduced in 4. ...
There seems to be an issue with the LOD Picker not updating after The LOD does not update to the default LOD0 or Auto LOD after Number of LODs changes, creating an invalid range for the currently se ...