We need to implement support for reading from the Metal drawable's back-buffer texture for FMetalDynamicRHI::RHIReadSurfaceData FMetalDynamicRHI::RHICopyToResolveTarget in order to make FSlateApplic ...
If AIPerceptionComponent is set in code, a blueprint of the associated class cannot edit the Detection by Affiliation setting in the details panel for the component. ...
A user has found that setting input mode to game only on tick will cause the client in PIE to toggle their inputs on and off every tick. If this test is run with a single player the inputs are const ...
Duplicated blueprint components do not update when altered until compile is pressed. They don't accept new parameter values nor do they respond to any transforms. ...
When mousing over the Enable Metal / High - end mobile rendering preview box, return summary is Enables Environment Queries editor. ...
From UDN: We are having an issue where a cube physics actor simulating physics is being pushed around by a characters character mesh while walking around on top of it. If i set the character mesh ...
When making a Simple Fresnal node inside of the Material Editor and plugging it into the Basic Color node it returns strange values for the preview. Specifically the dark inner color will move off t ...
LOD Group is not properly set when changing the setting in the static mesh editor. When the LOD Group is changed and the confirmation of overwrite message is cancelled it will still set the LOD Grou ...
Using Ctrl+Drag in 4.8 will not affect the location of selected actor if the viewport camera is facing away from selected actor. In 4.7.6 the actor would travel along the X axis even if the camera ...