This can also be observed while running in PIE mode using the console command "r.TSR.Visualize -2". It is not clear whether it is only the TSR flickering temporal analysis visualization that is exh ...
It appears that if you create a Matinee in a Sublevel, and then subsequently move the matinee between levels. It will not keep associations with the attached actors in the Matinee and not trigger e ...
Filepath for asset referenced in Gamemode blueprint produces error: /Game/ACustom/Code/cBP_Gamemode: Failed import for ObjectProperty /Game/ACustom/HUD/Game_UI.Game_UI_C:STMSG Fix up redirectors ...
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 ...
Enabling Light Shaft Occlusion causes exponential height fog to render incorrectly at certain viewing angles in stereoscopic. This does not reproduce once light shaft occlusion is turned off on the ...
A Wheeled Vehicle's wheels do not have collision when packaged into an HTML5 game. Regression?: Yes This issue did not occur in 4.13.2 Note: This is currently blocked from testing in Main as the P ...
Struct in Object class will not populate if struct pin split on "Construct Object from Class" node. This does not appear to happen to other variable types. Workaround Do not split the struct pin, ...
This was the simplest solid repro I could get on this bug. The callstack is similar to [Link Removed] Also came across several Shader Compiling Manager crashes while attempting to repro this crash ...
During runtime, the red coin in Stand 1.7 on the Blueprints_Overview map of Content Examples should emit a large spark particle system 5 times. While investigating, I tried disabling "Use Fixed Rel ...
After enabling "Support Deferred Rendering with Metal" and then launching to an IOS device (in this case iphone 6+) the game will no longer open and run. REGRESSION? Yes Worked in Binary 4.13.2 C ...