This occurred with both Development and DebugGame build configurations. In the game's console I tried both "quit" and "exit" and reproed the crash. The crash also occurs via Alt + F4 or closing vi ...
FDeferredDecalProxy always fade because InitializeFadingParameters is always called and leaves InvFadeDuration at 1.0 and the LifetimeAlpha calculation in FDeferredDecalPS::SetParameters gets a very ...
The following ambient occlusion console commands have issues: r.AmbientOcclusion.Compute ? The help text state it only works console but it also works on PC and likely other platforms. r.GTAO.Use ...
UDN - https://udn.unrealengine.com/s/question/0D52L00005H9X5XSAV/sweepcomponent-never-returns-a-valid-hit-against-skeletal-meshes-when-using-physx?fromCase=1 ...
A Nanite primitive casting a CSM shadow on another Nanite primitive with "Cast Shadows" disabled, will have it's shadow disappear completely when r.Shadow.CSMCaching = 1. ...
The == node is no longer available for Strings. Reproduced in 4.8.0 and Main (The == node is no longer available for Strings). This is a regression: the == node for strings existed in 4.7.6 ...
You can't export FloatCurves as .csv or .json. You can reimport as .csv or .json. Found in 4.24.2 CL#10758860 Reproduced in 4.23.1 CL#9631420, 4.25 Main CL#11318998 ...
When using Anim dynamics in an animation. The actors affect stop in their current state once the sequence controlling the anim dynamics is closed. They do not appear to reset to their default state ...
Spawning an Instance Static Mesh at runtime does not have collision. This issue appears only in 4.8 Preview 1 and the 4.8 Release branch (tested on CL-2540862), but is fixed in Main Branch as of Ma ...
HLOD actors are generated on the outliner, but no geometry is generated. An error occurs in the output log. ...