Some users are experiencing a Crash at startup because of missing vcomp140.dll prerequisite. ...
This appears to be from an interaction between the Depth Fade Expression, clip() in a Custom Expression, WPO being enabled, and the fact that the pass that draws objects for the editor outline runs ...
The DumpShaderStats console command doesn't output any shader stats because the code to calculate that information in DumpShaderStats (Shader.cpp) is commented out https://github.com/EpicGames/Unrea ...
Non-nanite static mesh components still show an individual highlight outline which individually selected even with other non-nanite static mesh components in the same actor. This is different when t ...
From a UDN, they also mentioned: Update: I added CommonUI to the test project to try the "Consume pointer input" setting. It behaves the same way as our custom input blocking widget in that the in ...
A spline component continues to be visible and editable in-editor despite all attempts to disable the functionality through the component's settings or uproperty specifiers. ...
It appears that LumenScene's Hardware Ray Tracing is causing light leaking into a sealed room (which should be perfectly black). This bug does not appear to happen on AMD GPUs. ...
Reported on UDN: Something in the setup of the City Sample vehicles means that if a vehicle starts inside a Box Collider Component then it won't generate an EndOverlap when exiting. Vehicles in ge ...
Creating a MID makes the render state dirty and the engine will recreate a new scene proxy without the current attitude. This results in rendering the object in incorrect location. Here is a tempor ...
When using the "Reload" asset action on a String Table asset, any Text variables that reference the string table would break and say "<MISSING STRING TABLE ENTRY>". ...