r.MobileContentScaleFactor = 0 should return Native Resolution; 1 should return Standard definiton; 2 shold return an High Definition Resolution. It seems that r.MobileContentScaleFactor is being i ...
The GameFeatureData asset used by the game features subsystem supports defining extra paths to scan for asset manager assets specific to that plugin. Originally this system only supported relative p ...
Repro Rate 5/5 Packaged onWindows - 10 - Enterprise - L3864 Processor: AMD Ryzen Threadripper PRO 3975WX 32-Cores 3.50 GHz RAM: 128 GB GPU: NVIDIA GeForce RTX 3080 GPU Driver Version: 572.83 ...
Attempting to open a map through the content browser will crash the editor if that map is opened as a sublevel or the currently opened map through the world composition browser. Frequency: 2/2 Cr ...
When importing the attached FBX file, the engine crashes the libfbxsdk module. The same FBX can import successfully into 4.9.2 with only bone errors listed in the Message Log. Crash Reporter Link: ...
User report of an assertion that fires on editor reload during an attempt to reload an AIController-based Blueprint class with a dependency on a child Blueprint class, both created in a previous edi ...
Collision shapes for merged actors using the Merge Actor tool do not account for the rotation of the actor when combining the data. It looks like the X and Y collision shape rotation in the world ...
Using the Execute Console Command 'r.SetRes 1920x1080f' directly with an Event BeginPlay node within blueprints, any Stationary/Movable Skylighting information is no longer visible. A simple workar ...
Indirect Lighting Cache is causing the Indirect Lighting for Skeletal Meshes to flicker. I have attempted both ILCQ Volume and Point cache qualities, and it seems Point produces the most exaggerate ...
This is a trending crash coming out of the 4.18 release, and may be a regression. Users have not provided any descriptions of their actions when the crash occurred. Source Context 347 stat ...