While investigating [Link Removed], I have found that GLSLBackend always automatically generates render target location indices, regardless of user-specified ones via SV_TargetX HLSL semantics. Rel ...
When switching between any open software (Maya, web browser) and UE4 while Simulation is running, sometimes the values change on the asset and it starts to oscilate between <-0.6,0.6> or any other s ...
All console variables overridden in Movie Render Queue are set to 0 after the render queue runs. It's because all cached previous console variables are reset to 0 just before they are written back ...
From [Link Removed] "There is still a bug happening with editing transformations on pause. If you play, then pause, and then edit a transformation, you have to press play twice to resume play (whic ...
Streaming out the navmesh and streaming the area back into the world before the GC runs causes the navmesh streamed back into the world to only have navmesh tiles on a layer with tiles that would b ...
When running a build with bSharedLinearTextureEncoding enabled, View.GGXLTCMatTexture and View.GGXLTCAmpTexture are pointing at the black texture fallback, which affects correctness of rect lighting ...
Crashes when loading an actor that inherits from AInstancedPlacementPartitionActor. There is a serialization size mismatch. ...
Certain Translucent Materials with Surface Lighting Models and Additive Material based Particle Systems will not render in Shipping/Distribution configuration using Metal Rendering on an iPhone 6*. ...
When you assign a Preview Mesh to a Material Instance, save and close the instance, on reopening instance, the Preview Mesh will not retain connection to the Instance and will revert back to its ass ...
When the scale of an actor is set to 0 in either X, Y or Z any overlap events will fail to trigger overlap events. ...