Post process volume priority doesn't affect post process materials. Found in 4.19 CL# 4033788, 4.20 CL# 4302132, and 4.21 CL# 4369303 ...
Naming an SCS component variable something like "My Scene" results in a component template UObject named "My Scene_GEN_VARIABLE" (space included). This causes the property editor/details view to fa ...
Particle SubUV expression does not use texture input. Per User: ParticleSubUV function in Material Editor do not take Texture from Tex node. Since int32 UMaterialExpressionParticleSubUV::Compile( ...
User is not able to use Goto Definition on Engine native function in a Binary (Launcher) build. Notifications appear reading "Could not find code file...", and the following is spammed in the outpu ...
Using the first person template to build/compile/package a dedicated server causes the server to assert shortly after launch. This assert does not occur when building a dedicated server from a thir ...
When Real-Time Thumbnails are enabled in the content browser and you have many blueprints with static meshes (or anything that is rendered in the blueprint's viewport), the real-time tooltips cause ...
I noticed this while executing https://jira.it.epicgames.net/browse/UEQATC-1441. At step 10, there should be warnings on the nodes that were updated by the HotReload. This is a regression from 4.13 ...
Currently it is only partially possible to edit nested component subobjects, but not in a way that's consistent with how top-level component subobjects are edited (both Blueprints and IWCE). This is ...
When editing a value in the details panel of a component, if you attempt to undo the changes, the component is no longer selected. The value gets undone as expected, but it is unexpected that the co ...
Pressing F11 (in attempts to fullscreen) while playing in editor - new window causes the viewport in the editor itself to full screen as opposed to the new window that's created. expectation is 1 o ...