Changes to the hit test grid of an invalidation panel while caching is disabled won't be respected when caching is reenabled. This can cause interactive widgets such as buttons who were set to colla ...
This question was created in reference to: [Link Removed] Last post fixed the import crash, but it seems it added another. If we hit Execute button twice in a row by mistake we get a crash with th ...
While the framerate has improved for 4.7 in regards to large amounts of foliage, when a user places a substantial amount of foliage into level and it has at least 3 different foliage meshes, FPS dro ...
Moving the file location of the Editor Startup map appears to break the reference to the startup map. The editor fails to find the map and so does not use it for the start up map. Notes: In the ...
Use Single Process settings adjusted while Use Single Process is disable are retained while Use Single Process is enabled. This can be problematic when there are issues with having Use Single Proces ...
Manipulating Morph Targets on Master Component distorts Slave Components. It makes no difference if the slave component has the morph target being manipulated in the master See attached image and ...
Objects set to "us as occluder" will create dark artifacts from certain view angles. For this to occur "DBuffer Decals" need to be enabled in the project settings. The licensee has noted that addi ...
When a GameplayTagQuery variable is edited from inside of a DataAsset, the editor crashes when the changes are saved. This could be related to a bug that was fixed previously: [Link Removed] Regres ...
Ray Traced Global Illumination is causing some materials to glow extremely bright Disabling r.raytracing.globalillumination.denoiser fixes the issue In 4.22 preview 5 binary (5365847) the result i ...
This bug comes from https://udn.unrealengine.com/questions/492861/view.html and is a very similar problem to [Link Removed] The issue is that the code that harvests soft object references stored in ...