Particle AnimTrails are not rendering on Mali but will render on the Adreno when using the OpenGL ES 3.1. ES2 renders correctly on both devices, just ES 3.1 does not. The devices compared: Working ...
If the user simulates all bodies, and then sets the physics blend weight to a decimal value between 0 and 1, the skeletal meshes will spin out of control. This doesn't happen if the physics blend w ...
If you create a new Blueprint Widget, place a button into the widget, and click, hold, and drag a Named slot onto the button, the number of the Names Slot will keep increasing as long as the named s ...
After enabling Support Compute Skincache if you attempt to apply a cloth asset to a material in the skeletal mesh editor the engine will crash. This may seem similar to [Link Removed] but I confir ...
Add support for 16-bit per component format for POSITION in vertex buffers as an option. Half-precision is already supported for UVs and TANGENTS on a per model basis, and was hoping that this woul ...
Can we add Leap Motion support to the Mac? The current UE4 plugin doesn't support the Mac, but the Leap has official Mac drivers, so it should be possible to add. ...
"Depth Fade" material node does not work on Oculus Go with Open GL 3.1 active and Mobile HDR disabled. Seems very similar to [Link Removed] however disabling Separate Translucency or calling r.M ...
If the user sets the value on the slider to 0 or 1 the handle will clip as it appears to go too far to either side. ...
Editor language switch can turn struct get/set nodes pins(split) to display extra string of letters & numbers after their original name. ...
User reports an unreasonably long editor freeze when a significantly large number of components need to be processed in the SCS editor tree view (tens of thousands) when selecting an instance of a B ...