While investigating [Link Removed], I have found that GLSLBackend always automatically generates render target location indices, regardless of user-specified ones via SV_TargetX HLSL semantics. Rel ...
Including files with a .cc extension instead of .cpp in a code project used to build fine in Visual Studio. This is no longer the case in 4.21.2. The error message that results indicates that only C ...
Found in 4.22 CL#6574378 Reproduced in 4.21 CL#4753647, 4.24 Main CL#7062442 May be similar to [Link Removed], which was reported fixed in 4.13 The following warning is spammed when trying to mov ...
Adding a child widget that contains a bound animation to a separate widget blueprint results in failure to save. Working in 4.22.3 Tested in: 4.22.3 CL#7053642, 4.24.1 CL#10757647, 4.25 CL#108892 ...
This is actually a bug with function duplication via UEdGraphSchema_K2::DuplicateGraph. After a function graph is duplicated, the function entry node still retains the same GUIDs for its local vari ...
From licensee:When the player pawn teleports inside a structure that is a HLOD, the dithered HLOD fading transition is not properly reset so we can see it re-starting to fade, from the inside. Our ...
It appears that the Landmass plugin has a content dependency on the BlueprintMaterialTextureNodes plugin. If the BlueprintMaterialTextureNodes is not loaded, then the blueprint "/Landmass/Landscape ...
Certain Translucent Materials with Surface Lighting Models and Additive Material based Particle Systems will not render in Shipping/Distribution configuration using Metal Rendering on an iPhone 6*. ...
Reported in this threadhttps://forums.unrealengine.com/showthread.php?78320-4-9-Horrible-DFAO-artifacts This looks to be a machine specific issue. I'd like to get some testing on different video c ...
When designating 3 Intro/Start Up movies to play back to back in the Project Settings of a mobile project, the user reports that they will play as expected for Android devices, but only one movie wi ...