Application crashes when deploying a game to iOS with Metal enabled. This has only been reproduced if a sub-level has been added to the starting level within the project. This seems to only happen ...
Physics Asset doesn't follow the Skeletal Mesh when Physics Blend Weight is set to any value between 0 and 1. Could be related the the fix for this JIRA: https://jira.it.epicgames.net/browse/UE-192 ...
When the Step Size is set to 0.1 for a Slider and Slider value is multiplied by 100, it will display weird numbers when moving the slider back from 100%. Changing the Step Size to 1 and changing th ...
Certain materials no longer compile in InfiltratorForward with Forward Shading enabled. These materials were not having this compile issue in //UE4/Main @ CL - 3231640 which is the CL before Dev-Ren ...
The -createchunkinstall option is used to separate out chunk>0 CDN/patch data from the main packaged app, but when using it with the IOStore enabled, only the pak files are separated out but not the ...
Dragging a BP actor containing a child actor component of an actor class with a static mesh as its root component into the scene viewport will cause artifacts and hit SceneData.AttachmentCounter.Get ...
KevinR: Make sure you are using Temporal AA (TXAA), and I was using SteamVR/Vive With Accurate Velocities from Vertex Deformation and Instanced Stereo enabled anti-aliasing does not affect the righ ...
A crash is occurring in a nativized packaged game when overriding a server event and calling the parent's implementation in a derived class. The crash doesn't seem to produce a detailed callstack. ...
"Distance Field Resolution Scale" in Build Settings is set to 0 by importing assets via "Import into a level". That causes not to genarate any distance field meshes of all assets imported via "Imp ...
There is a discrepancy between how Movie Scene Capture (Legacy) and Movie Render Queue handle letterboxing for sensor aspect ratio's that do not match the export resolution, which seems to be a bug ...