This issue only occurs when HDR is enabled. If it is not HDR, Camera Fade will work. The setting of the sample project is switched by Level Blueprint.[Image Removed] ...
We are having a display issue with tiled landscapes displaying well below full tessellation in editor, but displaying fine in game. We can "fix" this issu by unchecking "Use Default Falloff" in deta ...
It breaks only when compiling the preview shader. Adding a preview weight to the Layer0 on the Layer Blend node fixes the problem. The source of the bug is in UMaterialExpressionLandscapeLayerBlend ...
Only checking the Desktop (Win+Mac+Linux) option in supported platforms for packaging results in warnings. Even though this one option should cover all three desktop platforms it still causes a warn ...
Collision flipped when welding a skeletal mesh to a static mesh. Welding Skeletal mesh as parent actor does not cause collision to flip. Showflag.Collision 1 shows correct collision. (However px ...
Copied emitters will have their inheritance broken when migrating from 4.22 to 4.23. ...
The Left Mouse Button Pressed event is not firing when Input Mode Game Only is set and Show Mouse Cursor is true. Attached is an example project (4.23) that demonstrates the issue. Found in 4.23.0 ...
Uniform folding is not working with material parameter collections along with one additional unnecessary instruction generated. Found in 4.22 CL# 7053642, 4.23 CL# 8386587, 4.24 CL# 8748719 ...
The documentation example to create your own asynchronous image load from disk results in a memory leak that is noticeable using the task manager. ...
When assigning an array of actors that implement a specific interface to an array of the specific interface the engine crashes. This doesn't happen if the actor array is put through a for each loop ...