The Subsurface shading looks incorrect in the Blueprint Viewport window. Adjusting the cvar for r.sss.checkerboard from the default value of 2 to 1 looks more correct and a value of 0 switches back ...
This is a regression in behavior between 4.14.1 and 4.14.2! The editor will crash when importing FBX meshes that have multiple material ID assignments. If it's a single material ID it will import w ...
When generating a random number using FMath::RandHelper() in the constructor of an actor, attempting to print that same number on BeginPlay returns a different value than the constructor. However, ...
Particle systems ignore lighting channels - no matter what channel a light is on (even if no channels are selected), it will affect lit particles. Changing lighting channels on the particle itself h ...
DESCRIPTION: When importing a mesh with 1 or more additional LODs when Generate Mesh Distance Fields has been enabled via the Project settings will cause a crash if the import options include using ...
Note: This is possibly related to [Link Removed]. For some inputs, function UE::Curves::WeightedEvalForTwoKeys() inside file "CurveEvaluation.cpp" can incorrectly return the value of the first key, ...
If a code project is created in an Engine built from source code, and then it is switched to use a binary Engine installed by the Launcher, building the project in Visual Studio will result in numer ...
There are issues with the way Physics is being handled with physical materials. Having a physical material setup with a restitution of 1 and a high max depenetration value will result in no bounce. ...
There are a couple of warnings that show up in the output log that are dealing with localization when opening up a new project. ...