When rendering out the Buffer Visualization Targets with the HDR setting on, the resulting Scene Color EXR is rendering significantly washed out compared to the Buffer Viz. in the Editor and if comp ...
This only affect Launching on code projects. Packaging code projects works fine.LogPlayLevel: Program.Main: ERROR: AutomationTool terminated with exception: AutomationTool.AutomationException: Unabl ...
When there is a Retainer box with the visibility set to "Self Hit Test Invisible" and has children, the children cannot be interacted with. Children such as a button cannot be clicked. This issue c ...
This is a common crash affecting users in the 4.16 release. Users have not provided any descriptions. Source Context 775 { 776 ULandscapeInfo* LandscapeInfo = nullptr; 777 ...
If a virtual texture physical pool becomes oversubscribed the current behavior is: Log a one time only warning: ''Failed to allocate VT page from pool...' Continue to evict the least recently used t ...
When using instanced meshes in a Blueprint or in foliage tool the indirect lighting cache will not correctly light these meshes. I've include a sample project with map to demonstrate what the lice ...
When docking a blueprint as a tab in the main viewport the sprites and other actors placed in the default scene (including player start) begin to flicker. This flicker persists until you close and ...
With a large snap scale just selecting the uniform scaler will make the content scale to 0. It seems like it is far too easy for meshes to accidentally be scaled to 0 with snap scaling. Another exa ...
Indirect Lighting Cache is causing the Indirect Lighting for Skeletal Meshes to flicker. I have attempted both ILCQ Volume and Point cache qualities, and it seems Point produces the most exaggerate ...
This is a somewhat common crash affecting users in 4.17. They have not provided any descriptions of their actions when the crash occurred. Source Context 110 /** 111 * Walks up ...