Particle system light's module does not use Lighting Channels. The particle system itself will accept lighting from it's assigned lighting channels but the lights spawned from the particle system, n ...
Sliced procedural meshes do not trigger component hit events if they don't simulate physics. This seems to only occur with non-physics based hits (such a movement). When Simulation Generates Hit E ...
With a project built from Source on a PC, when rebuilt in XCode on the Mac, more than one user is unable to package the project for the Mac with very similar failures in the build logs. (*See attach ...
After slicing a procedural mesh, the cap on the sliced end does not seem to be affected by lighting. This can result in the end looking dark. ...
Using a translucent material with a 0 opacity does not seem to be working when using a retainer box that is attempting to apply it to the image. When the material is set to additive or masked, it w ...
Toggle Play/Pause shortcut (when set) does not toggle if the player ejects during PIE ...
Making a change in a blueprint and then compiling it causes any actors that are attached to it to become unattached. ...
The orange flow indicator that appears won't update graphically if there is no user input so if you Play an audio cue and don't move your mouse you won't get realtime feedback of what is going in. ...
Strongly ghosting with temporalAA and dithered plane like below image. [Image Removed] If you use FXAA, this wouldn't occur and also if you don't use a dithered plane, this ghosting also wouldn't ...
Building from VS causes the compilation to fail. (Have not had the opportunity to check XCode yet, investigating) Found in //UE4/Dev-Core @ 3048370 Currently occurs in //UE4/Main @ 3049508Severity ...