When running in VRPreview and entering the 'ProfileGPU' command, 'BeginOcclusionTests' is listed twice. As the licensee mentioned, if a project uses heavy occlusion this could quickly become a cost ...
This problem was reported in this UDN:https://udn.unrealengine.com/s/question/0D52L00005PbEYNSA3/landscape-distance-fields-artifacts?fromCase=1 ...
If The user is using an anchor that is not the top left and then changes the pivot of a widget component the result is a 3D widget that has an offset origin making it very difficult to interact with ...
https://udn.unrealengine.com/questions/378873/bug-datarouterolepicgamescom-requests-should-be-ca.html?childToView=379014#answer-379014 ...
See https://udn.unrealengine.com/questions/553031/volumetric-fog-bug.html?childToView=554676#answer-554676 ...
https://udn.unrealengine.com/questions/563316/render-static-flag-crashes-editor-in-opengl-es31-s.html ...
Seems to be an issue with the indirect lighting cache where if you have interpenetrating static meshes (for example static mesh rocks that make up the ground), there are cases where the cache points ...
https://udn.unrealengine.com/questions/280656/actorcomponentuninitializecomponent-isnt-called-wh.html Move call to Actor::UninitializeComponents outside of if (bActorInitialized) in Actor::RouteEnd ...
Reported by users and seen once by myself. For a project which can exhibit this see: https://udn.unrealengine.com/questions/265039/example-project-for-ios-build-hang-and-poor-modula.html ...
Timers set to a low time setting, but that are not set lower than tick, have a significant impact on FPS as compared to tick when updated a large number of objects at the same time. ...