Setting the values for Fringe Saturation within the Post Process Volume does not seem to have any visual change. The documentation suggests that changing the Fringe Saturation will either increase ...
In 4.8.2 QA Build - Making the changes to BasePassPixelShader.usf listed below, adding two texture samples and then using the Preview Arrow toggle on the add node will hard crash the CPU, requiring ...
Scaling objects via a timeline scales past the intended value when attempting to scale to 0,0,0. Instead of ending at 0,0,0 the scale will be set to an extremely small negative value such as -.0019, ...
When a montage containing two slots each containing animations with root motion is played in editor: When the first slot selected, root motion functions properly with the animation. When the sec ...
When using the event ActorBeginCursorOver the event does not fire off when the cursor hovers over the actor. ...
If a skeletal mesh utilizing a capsule component has physics enabled to ragdoll, when the capsule is moved back to the mesh the mesh will jerk backwards towards the capsule briefly. ...
Download and run the MultiplayerShootout project. Play in editor. Press q to get to the options menu and select leave game. Observe the black screen in the editor viewport. Also notice the stop and ...
Memory leak when leaving Shootergame open for extended sessions. ...
When running the editor through VS debug mode, any breakpoint that is set in the class used as the Default pawn class in world settings will be ignored when playing in editor ...
Using the Auto Importing Feature in the engine, when you initially place or update multiple FBX files in the Content Directories, you cannot set values and use the Import All Button. You will have ...