When the RHI thread is enabled (with or without parallel-execution) for Metal it isn't currently possible to run "profilegpu" because the GPU timestamp emulation code isn't multi-thread safe and pro ...
UPDATE: 3/10/2015 User reported manually adding a separate boolean value causes that value to automatically switch to true upon reloading editor as well. No current workaround is available. ======= ...
Since 5.3, BlackmagicMediaSource causes a memory leak. This didn't happen on 5.2. You can see the leak on PIE. [Image Removed] [Image Removed] If "Just-In-Time Rendering" option in the MediaB ...
Values for pinch input produce very different results for the same area on an android device. values can range from 0 to 1, or end up in the thousands, despite the pinch distance being the same. It ...
Using a post process volume with lens flare and a bloom enabled do not appear functional in split-screen multiplayer. Other selections in the PPV work as intended (ie. Fringe, Ambient occlusion). ...
FInterfaceProperty::SerializeItem (and ImportText) attempt to determine if the passed in object implements the interface in question. They do this by calling GetInterfaceAddress, which tries to get ...
Android Cook fails when a MetaSound Source object is referenced utilizing FObjectFinder in C++ Repro Rate: 3/3 UATHelper: Cooking (Android (ASTC)): LogInit: Display: LogMetaSound: Error: Target int ...
Using Streaming Virtual Textures for the lower mips of an RVT using Base Color, Roughness, Normal seemingly leads to both roughness and normal being sampled as 0. This causes a significant shading a ...
When importing a full scene using the Full Scene Importer and having it create a Blueprint actor that will set it's default mobility to static. Even unchecking the Import as Dynamic option will not ...
This user's project crashes when instanced levels and the player pawn are unloaded and destroyed. This occurs in the ProjectLevelGameMode Blueprint, in the Touched Finish Point commented area. This ...