Objects in a scene are randomly culled when building a level with Precomputed Visibility enabled, and opening another level that has already pre-built precomputed visibility. A couple of things wor ...
After the gizmo is detached, if you click on it to use it, such as translating the object with the translation widget, then the gizmo snaps back to the object in the Viewport. Based off of [Link Re ...
In Project Settings, we allow users to set Default Viewport Mouse Capture Mode to specify how the viewport handles mouse capturing, with the default setting capturing and releasing the mouse on the ...
Render target cube maps show edge artifacts during heavy particle effects. Regression: No - noticed the same behavior in 4.15.3 version of InfiltratorDemo (CL 3450819) ...
Unable to pause Camera Shake if Google VR plugin is enabled. Everything pauses correctly if the Google VR plugin is disabled. Unable to test in Main due to blocker with enabling Google VR plugin. ...
USceneComponent::RelativeLocation is an uncompressed FVector (3x32 bits replicated). Consider changing to FVector_NetQuantize100, or consider implementing custom serialization (with customizable qua ...
If an Arrow component's size is set in the construction script via the "Arrow Size" node it will be set correctly upon compile. However, if the actor is moved in the scene the size of the arrow will ...
When the viewport Surface Snapping window has focus and text is entered, it will use the text as search keywords. When the window is closed, the text is not cleared the next time the window is open ...
There also does not appear to be any code to handle r.ForceLOD for HISMs. ...
Crash when removing edges in Geometry mode. Seems to happen when trying to remove all edges from a side. ...