When Using mobile preview in the 4.7 preview build, or in the changelist provided, Dyanmic lighting is not showing shadows when changed to movable. Following the steps below, you will see no shado ...
This is regression from 4.10 functionality. When assigning the Android Back Button functionality in a GearVR project, the back button will now bring up the Oculus Home Screen asking if you would lik ...
Blueprint nodes that exist as a result of the UPROPERTY() macro don't get disabled once the "BlueprintReadWrite" or "BlueprintReadOnly" is removed as a parameter in the UPROPERTY() macro. The nodes ...
A USceneCaptureComponent2D with bCaptureEveryFrame = true and default post process settings causes FLumenSceneData::IndirectLightingAtlas and RadiosityNumFramesAccumulatedAtlas on the sharedScene->D ...
A user pointed out a possible mistake in the Engine source code. In the GetCollisionShape function in the UPrimitiveComponent class, an FVector variable Extent is created and set, and then potential ...
When a child actor passes a string to it's parent's overloaded constructor using an overridden function that returns a string it won't receive the correct string. I have verified that the correct fu ...
A Blueprint Interface function that returns a map type variable will fail compiling with various errors when called in another Blueprint. If the same function is setup in the Actor Blueprint instead ...
Starting with 4.7 and when we changed the BSP blocks in Sample Content to Static Meshes, a significant minority of lower end PC users are getting soft crashes (freezes and rebooting required to cont ...
LODs used with the Foliage Tool are no longer being shadowed accordingly with their baked lighting from their base LOD. Originally they would stay consistently lit, where as now the lower LOD transi ...
The current implementation of AutoCreateRefTerm does not allow for a default value to be automatically created for a TArray contained within a struct that is passed into a function as a parameter. I ...