After enabling Forward Shading that project can no longer operate while "r.LightPropagationVolume = 1" since it will crash immediately. ...
InfiltratorDemo rendering is entirely broken on 10.11.6 using AMD GPUs when the shaders are compiled to byte code using the Xcode 8 Beta 2 toolchain. This does not appear to occur with the Xcode 7.3 ...
See UDN here: https://udn.unrealengine.com/0D5QP00000TtFaV0AV?fromCase=1 The issue is that in FMovieSceneSequencePlaybackSettings, the TickInterval struct is marked with an EditCondition to only be ...
This only happens when 1) Hair Width is very small. e.g. 0.01 in the example 2) Light has raytraced shadow and Samples Per Pixel has a value > 1. e.g. 8 in the example The problem seems to be rel ...
On Android phones, VulkanStagingBuffers continually grows when the scene is static. From looking at FStagingManager, it appears the VulkanStagingBuffers atat is only updated on buffer acquisition, ...
UDIN virtual textures appear to have row 0 (U coordinate [0 - 1) swapped to the other side of the texture vertically. ...
The issue occurs when both instances have a significant difference between their last sent and last ack'd sequence number, as they will begin waiting for the sequence history to be flushed for a pac ...
The comment for LeapHandGrabbing( ) states grab strength is 0.5 when HandClosed( ) only returns true when grab strength is equal to 1.f. ...
If placing an actor with SmartObjectZoneAnnotationComponent added to blueprint actor in a level, it will crash when the level open. As a workaround, adding SmartObjectZoneAnnotationComponent to the ...
When making new blueprints they are not placed within the content browser as a user would expect. In the example given in the link provided, blueprints ending in "_1" will come before "_10", however ...