A licensee is reporting shimmering specular highlights on the surface of a mesh with an Area Light while using MSAA, FXAA, or no AA settings. This occurs in the Forward and Deferred Renderer. It wa ...
IsLocalPlayerTalking() appears to be returning false indefinitely, regardless if the local player is actually talking or not. ...
UMG supports sprite as an image, but using this as source do not correctly cut sprite's region which limits border textures to be separated textures. If the Image has a material, size do not match ...
When a project is launching on an iOS device, there is a momentary flash between when the splash screen stops displaying and the game window opens. This flash is present even when using transition ...
The color picker window stays open if the Eye Dropper tool selects color from anywhere other than the viewport. The color is captured in the color picker before it closes, but makes it a nightmare t ...
When using the DoOnce MultiInput node in blueprints, deleting a newly added pin on the input side will not delete its corresponding output pin. Adding a new pin after that will create the result lik ...
Looks related to [Link Removed], but it appears that something was overlooked. Probably requires a similar fix for the delegate node. ...
Spectator cameras don't seem to be set to the correct transform when the ChangeState/ClientGoToState functions are called when using a dedicated server. After testing on a listen server, it appear ...
See https://udn.unrealengine.com/questions/357951/stereo-panoramic-plugin-artifacts-in-415.html Seems to be a major regression from 4.14. ...
A licensee was interested in being able to utilize LOD dithering on objects flagged as Stationary or Mobile. The mobility setting was being used to bypass lightmapping, which they didn't need for th ...