There is an issue with Maps of Wildcard type that do not propagate values correctly when inside of macro. When using these in a blueprint there are errors and the blueprint cannot compile. This issu ...
Depthfade will not work properly on some Android devices If separate translucency is enabled. In the case of the attached project, drawing near the material using depthfade is strange. This issue p ...
When "r.EarlyZPassOnlyMaskedMaterials" is enabled, masked materials used with particles will flicker when close to the camera. Found in 4.17 CL# 3658906, 4.18 CL# 3832480, 4.19 CL 4033788, 4.20 CL# ...
After importing a sound file, it's sonic characteristics are changed and the sound is not the same as the original. This leads to inconsistency. The sound is the same with Compression set 100. Two ...
This problem started in 4.24 and not in 4.23. CL 9114926 seems to be relevant. ...
The Finish Recording Output node from the Audio Mixer BP Library crashes due to an invalid Path input. This is a regression from 4.23.1 (CL-9631420). This was reported and tested in 4.24.3 (CL-115 ...
This problem caused by incorrect initialization of RandomStream in the GPU particle. //PaticleGpuSimulation.cpp virtual void Init() override { ... check(AllocatedTiles.Num() == TileTimeOfDe ...
Reimporting a skeletal mesh causes "use high precision tangent basis" & "use full precision UVs" to reset and no longer being applied to the mesh. Reported and tested in version 4.25.3(CL 13942748) ...
This behavior occurs in Standalone mode. After activating game, the information board for the game changes its meaning ( numbers of players and time set to 12:00) , but editor immediately freezes fo ...
Coming from UDN https://udn.unrealengine.com/s/case/5004z00001mDBzzAAG/material-instance-asset-creation-workflows?fromCase=1 Either standalone MFI creation should work just like MaterialInstances, ...