Using a FOV other than 90 with Cast Modulated Shadows seems to cause a black screen and weird FOV issues on an iOS device, in 4.9.2. If the camera has FOV=90, it works fine on the iOS device. If th ...
The original reported behavior called out that filling individual channels did not apply to LODs when LOD Model Painting = False. With changes implemented in 4627582, the initial fill will reach LOD ...
When the gameplay framework component manager creates components as part of CreateComponentOnInstance, it passes in the requested class name as the literal name of the component instead of using the ...
The behavior for resetting the default for customized struct properties is inconsistent and needs to be reviewed and fixed. Currently we see this behavior:In non-array properties, the header will be ...
IGameMoviePlayer playback of a movie during loading screen lets you set bAllowEngineTick = true as a parameter. This will make FDefaultGameMoviePlayer manually tick the engine: if (GEngine && bAll ...
When cooking world partition maps, it automatically writes out several maps in a "Generated" folder below the location of the map in the editor. In the repro above, this will create maps such as /Ga ...
When a specific configuration of HDR cvars are set, PIE in a New Editor Window will not render the game world. Settings (For DefaultEngine.ini): ```[SystemSettings] r.AllowHDR=1 r.HDR.Display.Color ...
The phaser module that is part of the new Audio Engine causes audio from a Sound Cue to mute after playing for one second. The user states that the issue comes from the Phaser.cpp file producing a N ...
There is some strange issue with CCD where constrained CCD objects can get velocity nulled when hitting things while constrained, its very hard to reproduce normally in engine but happens often in V ...
A UDN reported various crashes at exit in the embedded Python library. I was able to repro the issue in Release-5.1 and trace it back at the point where python runs its garbage collection in Py_Fina ...