This is an early trending Mac crash in 4.18. Users have not provided any descriptions of their actions when the crash occurred. Callstack from LogLogAssetRegistry: Asset discovery search completed ...
White artifacts appear when you have a stationary directional light in your scene with default settings that is casting a shadow, and a skeletal mesh is in that shadow after baking lighting. You wi ...
When using a web browser widget to pull up a web page that has a drag and drop functionality, the drag and drop functionality does not work when done through the web browser widget. ...
From AnswerHub: Lighting problem [Mac] I am currently testing UE4 on a Mac at my college, but there are these strange lines where light is being cast onto surfaces. I'm currently wondering if this i ...
Movable/Stationary dynamic shadow distance in the Directional light is not captured in the Planar Reflection. Note that Point and Spot Lights box cast shadows that can be rendered in the reflection ...
Reported from Prismatic: It appears that the Add Mapping Context function currently prioritizes low numbers over high numbers, which seems inconsistent with the function description and some parts ...
Marking a function as BlueprintPure will result in a UHT build failure in Visual Studio if the function returns an ENetMode value. The ENetMode enum is not marked as a UENUM(), causing the build to ...
RadialGradientExponential material function does not produce a soft falloff on that particular device. Does not repro on Adreno version. Seems like precision issue or driver bug that optimizes out s ...
Widget components appear to be affected by lighting. This causes differences in color between widget components and widgets that have been added to the viewport. ...
A simple scene with just a light and an mesh will suffer from copious amounts of bloom. This will occur if there is a light in the scene or not. Exposure Histogram does not produce this result. This ...