FXAA artefacts on smaller/distant detail

UE - Rendering - Nov 23, 2021

Non-deterministic packaging when iostore is enabled

UE - Foundation - Core - UnrealPak - Nov 21, 2021

There appears to be a pattern of non-deterministic cooks when packaging with multiple chunks. In the case of these reproducible steps, only the assets of chunk1 have been modified. In this case, we ...

Enabling windows animation causes dropdowns to glitch up and down.

UE - Editor - UI Systems - Nov 18, 2021

Observe dropdowns glitching up and down when enabling Windows Animation in editor preferences.  This is not a regression due to it occurring in 4.26.2 ...

Detaching part of the Visual Logger window and then closing the Visual Logger tab causes a crash

UE - Editor - UI Systems - Slate - Nov 18, 2021

It seems that when a section of the Visual Logger is detached from the window as a whole and then that window is closed when docked next to the Content Browser, then the engine crashes. However, whe ...

Typo in water body ocean materials parameter

UE - LD & Art - World Building - Water - Nov 18, 2021

In Water_Material_Ocean material, there is a typo under FluidSimulation that says "Siulation Flowmap Speed" This is not a regression due to it occurring in 4.26.2. ...

Crash when changing levels to a another with world partitions.

UE - LD & Art - World Building - World Partition - Nov 17, 2021

Crash when opening a level through blueprint to go into level with world partitions enabled.  This a not a regression due to being a new feature.  ...

Baking transforms multiple times on the same object results in multiple transform tracks

UE - Anim - Sequencer - Nov 17, 2021

When baking we only look for the first transform track to mute, so if there are more than one, only one will be muted. ...

The VertexInterpolator connected to a Normalize node, input into BaseColor results in black Mesh LOD Coloration

UE - Rendering - Materials/Shaders - Nov 16, 2021

It does not appear to matter to the repro steps what is input to the VertexInterpolator, it matters more that there is a Normalize between the VertexInterpolator and the base color input of the mate ...