Changing collision response in runtime prevents physics actor from sleeping after interaction with channel-relevant object ...
Linked test project contains already set up actor as described in steps to reproduce. Using a kinematic body on a root bone, setting all other bodies sleep family to Custom, and their custom sleep t ...
This issue appears to be the result of the fix for [Link Removed] which removed RPCUtility from the Engine. A licensee noted that they were now seeing an issue when attempting to generate project fi ...
The reflected Sky material looks blurry and low res when set to unlit, however setting the material to Default Lit has the correct reflection. Even though the reflection is correct the lighting brea ...
Landscape far shadows are interfering with the distance field soft shadows causing a conflict, and stopping the distance field soft shadows from rendering at all. Working as expected in 4.20 CL# 43 ...
Frustum culled landscape components stop casting shadows resulting in the shadows disappearing near the edges of the camera in square sections. Unable to test in 4.20 or 4.21 as provided project wa ...
Animating a HISM along a spline when many other HISMs are present will result in a crash in 4.22. Confirmed in 4.23 MAIN @ CL 5291468 ...
When resetting the controllers orientation by holding the oculus button the camera will reset to its original orientation along with the controller. This appears to be a regression: This did not h ...
Since Gamepad input works without needing focus (which was added in 4.9 with [Link Removed]), a Gamepad's input will also affect all instances running on the same computer. Regression?: No This occ ...
The cube (staticMesh) outlines are rendering in just the left eye while Box brush (Brush) outlines seem floaty and are rendering only in the right eye. Does not occur in //UE4/Release-4.21 @CL 475 ...