There seems to be an issue with the LOD Picker not updating after The LOD does not update to the default LOD0 or Auto LOD after Number of LODs changes, creating an invalid range for the currently se ...
Discovered this while doing RC candidate testing for 4.13 Works fine in all other use cases: Nougat devices that support Vulkan Marshmallow devices that support Vulkan Marshmallow devices that don' ...
All entries in the Project Settings window are suppose to be saved in the DefaultEngine.ini file. This does not occur for settings related to Support Agents such as Can Walk, Can Crouch, etc. Note: ...
Looks like we're either using the wrong scene for world support queries or more likely query geometry is being added as static geometry in the NxScene and being picked up for world supports (this is ...
We have a UDN user with a proposed change: https://udn.unrealengine.com/s/question/0D5QP00000yo70w0AA/add-support-for-gyro-motion-data-to-steam-controller-plugin?fromCase=1 Hi, we were adding gyr ...
Licensee reported Applied Additive animation with ApplyAdditive node with MeshSpace, but Applied animation is incorrect if applying same with AnimSequence "Base Pose Type" animation to Base pin. H ...
After enabling "Support Compute Skincache" in the project settings and packaging a game on Linux, the packaged game will throw an assert. Any setting that turns "Support Compute Skincache" on automa ...
When there are a large number of static meshes within the Foliage paint mode, some of the mesh thumbnails are duplicated and do not accurately reflect the correct static mesh to paint as foliage. T ...
When using the Console Command for Stat SceneRendering the Counter section for "Lights in scene" is not accurately listing the number of lights. In a 4.10 project an empty new level is showing 16 ...
The licensee wants to record the same number of frames as the animation in "Content/TakeRecorder_test/Grayman/anm/". I thought that increasing the number of frames by 1F on Sequence would solve the ...