Setting a shot's time scale to less than 1.0 will cause it to not be rendered. ...
Sequencer Sub Sequence cannot play back from Master Sequence, when the Property Time Scale is set to numbers under "1.0" ...
Backstops show up to be larger than the clothing asset when an asset is imported at a scale other than 1.0 and a clothing assets is created and applied Inconsistent in 4.18 but consistent in 4.19 ...
Merge an actor that contains Instanced Static Mesh components will reset to 0,0,0. The Instanced Static Mesh components must be set using the Add Instance node through the Construction Script for th ...
When the Step Size is set to 0.1 for a Slider and Slider value is multiplied by 100, it will display weird numbers when moving the slider back from 100%. Changing the Step Size to 1 and changing th ...
When multiplying a Gradient running from White on Top to Black on Bottom (1-0) by a Texture Coordinate, there are unexpected results rendered which is not seen when multiplying the Coordinate by a B ...
Using AddTorque to apply a rotation to a skeletal mesh does not always provide the expected results if a fixed time step is being used. When doing this to the Owen character in the Content Examples ...
Physics Asset doesn't follow the Skeletal Mesh when Physics Blend Weight is set to any value between 0 and 1. Could be related the the fix for this JIRA: https://jira.it.epicgames.net/browse/UE-192 ...
A duplicated component in the blueprint editor is invisible and the pivot stays at 0,0,0 until compiled User Description: Since 4.8 if I duplicate a child actor component in the viewport the dupli ...
Shadow casting is still considered when the lighting intensity has been set to 0. This is a regression in performance from 4.12.5 where a lights intensity that was set to 0 would not be considered ...