When motion blur is active and the view port is in motion there will be a dark artifact visible at the bottom of the screen. Normally this isn't very noticeable however the effect worsens with speed ...
iOS Game Center multiplayer create session does not function or crashes app. ...
CalculateLodCount tries to bound the output LOD count as at least one (count >= 1), but actually bounds it as no more than 1 (count <= 1). Just need to change a FMath::Min to FMath::Max. ...
When rotating a camera about an actor the motion blur starts to create blocky/pixelated artifacts around the character in a halo. This can be further exaggerated by moving the actor while rotating t ...
See TranslucentRendering.cpp // todo: this optimization is currently broken DrawingContext.bSceneColorCopyIsUpToDate = (DrawingContext.TranslucenyPassType == ETranslucencyPass::TPT_Separat ...
The Skylight actor cannot be disabled when using 'Hide' from the right-click context menu or using the visibility eye icon in the World Outliner. ...
In CCP's talk on making Gunjack for GearVR, they reference being able to control the draw order of elements in their scene. I couldn't find any such settings on meshes or materials. Is this an expo ...
When SlateApplication is routing a pointer up event, it should check bIsDragDropping and call the widget's OnDrop function. Currently, we check for touch events and call OnTouchEnded without checkin ...
A licensee has reported that actors moved by sequencer will not update their ComponentVelocity. This is inconsistent with Matinee, where we update ComponentVelocity in UInterpTrackMove::UpdateTrack. ...