Specifying which orientations the iOS app supports are not honoured correctly. ie: a landscape only game will still render in Portrait mode even when Portrait is disabled in the iOS Settings panel ...
It appears as if the primary screenpercentage is being sent as the screen size to separate translucency materials, even though separate translucency has its own screenpercentage (r.SeparateTransluce ...
It looks like the skylight is not updating the CPU side SH values when Real Time Capture is enabled, and thus old/empty values are sent to the fog. ...
Possessables bound to spawnables in parent sequences can break after the parent it de-spawned. ...
This behaviour is only observed when implementing the function as a custom event from a blueprint interface. This behaviour is not observed in actors where the blueprint interface function is implem ...
Result : only the layer not ending with _0 or _1 will actually render (i.e. Layer0 in the previous example) Expected result : all 3 layers can be painted, no matter their name ...
There is a workaround to set r.VolumetricRenderTarget.Mode=1. The lines appear to be coming from the temporal component of the Volumetric Clouds. Each frame, the lines are merged in from the previou ...
Class "UInstancedStaticMeshComponent" deliberately leaves null pointers in the "InstanceBodies" array of FBodyInstances. This can be seen in methods such as: [Engine\Source\Runtime\Engine\Private\I ...
This is a crash related to copying depth-stencil render targets to the CPU. See linked UDN for more info. ...