FXAA doesn't work if you replace the tonemapper with a material postprocess

UE - Graphics Features - Sep 1, 2016

As reported on UDN. If using a custom postprocess which replaces the tonemapper, FXAA doesn't work. ...

Instanced Static Meshes do not Cast Shadows correctly when Baked

UE - Graphics Features - Aug 31, 2016

When an instanced mesh that is added in the construction script is far enough away from the root component and has it's lighting baked the shadow will not render or will render incorrectly. This w ...

Disparity in Rotation tool

Tools - Aug 31, 2016

There is disparity between the two different ways of editing rotation. When using the scrubber in the details panel each value scrubbed only affects that value and the values go from 0 to 360. When ...

Moving or renaming a file in the editor should execute a Perforce move command not a delete+add

Tools - Aug 31, 2016

Moving or renaming a file in the editor erases its perforce history. It should execute a move not a delete + add to fix this ...

Destructible components will not respond to OnHit events when impact damage is disabled

UE - Simulation - Physics - Destruction - Aug 31, 2016

Destructibles without impact damage will not trigger onhit events, regardless of their "Simulation Generates Hit Events" flag status, this is because we ignore that flag in CreatePhysicsState and on ...

Scene color is copied every draw call if materials read from it (redundant copy optimization is broken)

UE - Graphics Features - Aug 31, 2016

See TranslucentRendering.cpp // todo: this optimization is currently broken DrawingContext.bSceneColorCopyIsUpToDate = (DrawingContext.TranslucenyPassType == ETranslucencyPass::TPT_Separat ...

Failure packaging for android that supports both armv7 arm64 with GoogleVR plugin enabled

UE - Platform - XR - Aug 30, 2016

Unable to package a build for android (ATC) if the GoogleVR plugin is enabled and both arm64 and armv7 are supported. This does not reproduce if you turn off GoogleVR. This does not reproduce if yo ...

Stationary Point Light is Visible After Building Lighting When Visible is Unchecked

UE - Graphics Features - Aug 30, 2016

While going through a blueprint tutorial which has you build a small structure with a point light in it, then have a script telling the point light to toggle on and off while entering a trigger. I n ...

Tooltip of texture properties changes order when source path of texture changes

UE - Editor - Content Pipeline - Content Browser - Aug 29, 2016

https://udn.unrealengine.com/questions/308105/why-do-the-hover-properties-of-a-texture-flip-when.html ...

BP editor - Unable to edit details of a native component named as 'RootComponent' in C++ code.

UE - Gameplay - Components - Aug 26, 2016

Looks like maybe the PropertyView stuff doesn't like it when the subobject name matches the parent's object property name? In this case the CDO is the object that will be selected to the PropertyVie ...