Changing the variable type of an Event Dispatcher in the Blueprint editor results in an impossible to compile situation. The BP must be then recreated due to being unable to remove the unattached ev ...
Double-sided geometry collision doesn't work when using physics set linear velocity. This does not occur when using floating pawn movement or character movement components. Working as expected in 4 ...
Add support for 16-bit per component format for POSITION in vertex buffers as an option. Half-precision is already supported for UVs and TANGENTS on a per model basis, and was hoping that this woul ...
When moving actors spawned from within the editor to a new sublevel, their meshes stop rendering. However, if you open a new level then re-open the old level the meshes become visible again. You wil ...
External textures cannot be directly assigned as a brush texture; you need to assign a material that samples from an external texture instead since it generates special shader code to access it. ...
Niagara translucency sorting mode doesn't apply to a particle set to be GPUCompute Sim. Found in 4.20 CL# 4302132 and 4.21 CL# 4348893 ...
Selecting all descendants of a folder hierarchy in the world outliner doesnt accurately show what all is selected. This does not always occur and is a visual bug. The items in the level are still se ...
Clothing can have noticeable popping when switching LODs, and there is currently no mechanism to initially start cloth in a resting pose, causing popping on spawn. ...
In the test case, the NavLink component has a navigation cost of 1000000000. When the AI navigates to the NavLink the printed cost is only 2677. It is believed that the AreaClass isn't being taken i ...
Point lights don't cast volumetric shadows from meshes with materials with tessellation, even if tessellation multiplier is 0. Found in 4.19 CL# 4033788, 4.20 CL# 4302132, 4.21 CL# 4347190 ...