When the RHIGetAvailableResolutions function fills the array that is passed in as the first argument, it will end up filling some slots with duplicate resolutions (including refresh rate) when the b ...
User receives an error while packaging. I haven't been able to reproduce this on my machine with templates I've created. Method to package: File > Package Project > Win64 The logs are attached. ...
Items attached to the Skeletal Mesh in the World Outliner can alter the Mobility of the Skeletal Mesh. Licensee specifically does not want to have any automated changes to asset mobility to happen ...
User has reported that access to the console window is locked when using this setup. ...
Material Parameter Collections are not successfully passing stored values into Materials when packaged for an Android Phone with an OS version of 5. Both version 4 and 6, correctly use the MPC.Test ...
The new auto-convex collision generated (V-HACD) will not work properly with some meshes to generate accurate collision. Using a rounded single piece mesh the accuracy setting will not work at all ...
When using a source build of 4.12, the crash report client window does not open even if Crash Report Client is manually built alongside the editor. UPDATE: Only affecting Source builds from Github. ...
When using split screen multiplayer the second or more players that are added for split screen will have their characters shadows occluded when the bounds are not within view of player 1. Setting ...
Adding a Depth Fade node into the Lit Translucent Material used on a Particle System will cause the particle to not cast Shadows. The behavior is a regression from 4.9.2. 4.9.2:[Image Removed] 4. ...
The Custom Depth Stencil Pass when enabled in the Editor will not show any information in the Buffer Visualization on a Mac ...