This issue is related to [Link Removed], where the "?listen" option sent on the URL to clients could cause issues with RPCs being called locally during travel. The fix to remove the "?listen" option ...
Texture Collections can contain virtual textures. There is no way to inform TextureObjectFromCollection that the texture is virtual, only that it is a Texture2D. This texture object is then sampled ...
REGRESSION No Crash occurs when the user right-clicks in the graph in a blueprint that has a Null parent class. ...
Note those are not 100% repro steps they are what I remember doing. I've got this issue twice so far and both times I was editing a blueprint and switching between constructions script and event gr ...
The UV layout of a Mesh is altered slightly when exported from the engine. It becomes more noticeable on objects as their UV Islands shrink in size. Given a default full 0-1 unwrap it looks like t ...
Stationary Lights are generating shadows with flickering black square and vanish shadows altogether on movable objects in the Preview of 4.7p6 and in the newest Release Branch of 4.7 (2439472). The ...
If a function inside a BlueprintFunctionLibrary class is declared as static, instances of the function node inside blueprints cause the blueprint to not save after a hot reload. This does not affec ...
When forward rendering is enabled along with Mesh Distance Fields if you go to visualize Distance Field AO in the main viewport the editor will crash. This only affects the Forward Render and works ...
Tested on Nexus 6P with Android 7.0 Suggest that on mobile the background is not rendered in real time, instead we render the blurred image for one frame and use that same image for subsequent fr ...
When navigating the viewport, placed actors can leave a "black shadow" as the camera viewpoint changes. The artifacting remains until "Game view" or wireframe mode is activated. This only occurs i ...