If the user uses a draw material simple in the HUD blueprint and then boots up VR the material appears to be offset. In this case the material is supposed to be fullscreen. However, it only covers a ...
Using tessellation on Landscapes causes a greater impact in performance than what is expected. In the screenshots provided there is a comparison between tessellation disabled and flat tessellation ...
When multiplying a Gradient running from White on Top to Black on Bottom (1-0) by a Texture Coordinate, there are unexpected results rendered which is not seen when multiplying the Coordinate by a B ...
When the Categories dropdown is changed in the Output Log, the scroll bar will jump to the top of the page. This does not match the behavior of using the search bar which will keep the scroll bar a ...
A user has reported that, due to a change that was made back before 4.12, SSL certificates for HTTPS are not verified correctly when building on Windows. This is due to the change requiring a bundle ...
If "Disable low latency update" is set to false for vive controllers a line trace appears to lag behind the mesh of the vive controller. This makes it so that the line trace appears to bound and lag ...
Client Characters that slide past the Server Character while on top of a Movable Actor can become de-synchronized from their Server counterpart. Does not occur on top of Static Actors. Hard to expl ...
At low FPS particle systems with "Previous Tangent Recalculation" enabled in the Ribbon Data result in messy mesh generation. Found in 4.21 CL# 4753647, 4.22 CL# 6574378, 4.23 CL# 6925347, and 4.24 ...
The Editor on Mac will display progress bars on top of other application windows when the Editor is in the background and does not currently have focus. This can interfere when attempting to do othe ...
When attempting to play the GDC_Landscape_01 map in Editor or as Standalone Game, game plays with very low FPS ~ 3-10 on machines that should be able to handle 30+. While testing for regression, ra ...