Opening the Color Picker for some color variables causes them to change each time the color picker is opened. Tested with: Light Color and the Albedo variable on ExponentialHeightFog Does NOT occur ...
There is an extra option for the Planar Reflections with the Primitive Render Mode that appears to have the tooltip legacy. This issue does not appear to be a regression. Versions Tested: Issue occ ...
When using ExpandEnumAsExecs for the execution of a BlueprintImplementableEvent in a C++ interface, if the interface function is called by message, the result will always be as though you executed t ...
This behavior has been observed in 4.17, 4.18, and 4.19 release versions. Per Licensee: In our game they player's hands are represented by glowing blue orbs and in planar reflection surfaces they ...
Cooking will fail while attempting to convert a non-data-only Blueprint class based on the native UAnimNotify class when Blueprint nativization is enabled. Workaround in lieu of a fix would be to e ...
Issues observed: - When bRenderStatic is on and bNoSkeletonUpdate is off, CachedMeshDrawCommands takes a significant chunk of time, because the scene primitive transform is being updated every fra ...
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 ...
Attempting to set the collision of a component to NoCollision while the actor's collision is disabled will prevent the component's collision from changing. This is because of the early exit in UPrim ...
Landscapes created with Import Tiled Landscape are loaded at the World Origin when loaded in a level without World Composition enabled. Enabling World Composition in the second level fixes this iss ...
ShooterGame demonstrates the issue where when encryption is enabled, if the (unencrypted) EncryptionAck message is dropped, the resent messages will be encrypted since the server has enabled encrypt ...