Additive Composite Mode is not behaving as expected in 4.19 User reports that Composite mode is also affected. ...
r.Shadow.FadeResolution and r.Shadow.RadiusThreshold values in DefaultScalability.ini are not being applied ...
When using a windows scaling (such as with 4k monitors) the New editor windows position is not retained between play sessions. The window is always centered. This does not occur if windows scaling i ...
When using the Set Replicate Movement node inside of a character blueprint. The only node available requires the target to be a character. This applies to different types of references such as a gen ...
A crash occurs when switching back and forth between levels when using seamless travel. This happens if a multicast was called and if it contains a member variable. ...
Enabling the "Force all skinned meshes to recompute tangents" sets the value at a Windows user level so that it affects all UE4 projects opened by that user, including unrelated packaged projects. T ...
I've reproduced this crash in 4.16, 4.17, 4.18, 4.19, and Main. Per licensee: The editor crashes if distance field ambient occlusion is enabled and a viewport is resized to have zero height. Th ...
In 4.18, Buffer Visualization Modes appear very similar to their representation in Buffer Overview. In 4.19 and Main (CL 4008322) the results are very blown out. Similar issue reported in [Link Remo ...
No user comments in crash group 771 void FStaticMeshRenderData::AllocateLODResources(int32 NumLODs) 772 { 773 check(LODResources.Num() == 0); 774 ***** while (LODResour ...
Running the "stat startfile" command in a 4.19 project causes constant editor hitching. Running the same command in a 4.18 project does not produce any hitching by comparison. ...