We need to handle TrackedDeviceClass_DisplayRedirect as a valid device in SteamVRController.cpp ...
Tessellation used on BSP causes severe graphical glitches on AMD Radeon 200 Series cards. The Licensee also mentioned it occurs on the Nvidea GTX 970 (not tested) ...
User reports Static + Dynamic CSM seems to cause horrible shadow acne on skeletal meshes. Believed to be the iOS depth bias issue. ...
This is due to Plugin loading order. If the EditorDebugTool plugin is loaded before *SourceCodeAccess( in exsample : VisualStudioSourceCodeAccess ) plugin is loaded, CanShowModulesTab() returns fals ...
This has been tested internally using an editor utility widget yielding the same results. That small project is attached. BoundingObjectTest. 1) Open the project 2) Run the Editor Utility Widget ...
This is a race condition, did not crash with -onethread. Attached the collected threaded callstacks, although they look misaligned. Licensee has provided a suggested fix. ...
We should modify FindBestMatchingFunc_Internal for the case of UObject pins to search for a best matching subclass instead of just use the base UObject comparison. We could also exclude any func ...
An Animation Track that references a Blend Shape, Morph Target, Animation will not play when you play from Level Sequencer in Editor unless you turn off real time. Also it seems if Realtime is turn ...
Under Project settings > Packaging>"For Distribution" when the user scrolls over this area, the pop up description reads "...If disabled, an development build will be created." ...
When creating fracturing a mesh in PhysXLabs vs UE4 fracture tool with both using Voronoi fracture and set to 25 chunks will give different results. The mesh (Attached below along with reference i ...