in the function FinalizeVirtualTextureFeedback, the micro "USE_DBUFFER && MATERIALDECALRESPONSEMASK" returns true on mobile forward, while there is no DBUFFER on Mobile forward obviously. This takes ...
Shallow water areas in scenes with exponential height fog will be brighter than they should be. Possibly due to the fog being applied twice in the SingleLayerWater shading model. ...
REGRESSION: YesWORKING: 3172292 (4.13.2)BROKEN: 3177600 (4.14) In the Content Examples Animation level, at Display 1.15, the rifles are offset from the character's hands for two of the skeletal mes ...
If the user moves the RecastNavMesh actor in the level, the navmesh will be offset each time they change a Display setting in the Details panel. ...
In the Skeletal Mesh editor, turning Show>Clothing>Apply Wind while switching tabs causes a crash. For example, turn it on while in the Mesh tab. Switch to Animation Tab and then back to Mesh. Turn ...
deleting the code "&& SimulationStages[i]->bEnabled" in UNiagaraEmitter::GetScripts will bypass the problem [Image Removed] ...
If a user sets the player controller to a custom Player Controller inside of a gamemode, then compiles, saves, and closes both the blueprint and the editor. Upon reloading the player controller in t ...
If a project created in a source build of the engine is converted to the source version of 4.10, the project will not compile with a "Missing UE4Game binary" message. ...