The Enable Base Submix toggle is ignored in the MetaSounds graph. If the sound is added to a level, it behaves as expected. The Enable Submix Sends toggle works as expected. ...
From [Link Removed] "There is still a bug happening with editing transformations on pause. If you play, then pause, and then edit a transformation, you have to press play twice to resume play (whic ...
Licensee: "Content creators from my team have reported that when they replace actors in an open world it can take more than 10 seconds. This is with several thousand actors loaded in the world. On m ...
If you run with -rdgimmediate -onethread you can get the callstack that indicates that MRQ is still attempting to allocate the full sized texture and not the individual tile size. ...
There is a clear difference in color saturation for the nav mesh debug material between when lit by a light with low lux values (6) and when lit with high lux values (1000) and eye adaption is enabl ...
Streaming out the navmesh and streaming the area back into the world before the GC runs causes the navmesh streamed back into the world to only have navmesh tiles on a layer with tiles that would b ...
When running a build with bSharedLinearTextureEncoding enabled, View.GGXLTCMatTexture and View.GGXLTCAmpTexture are pointing at the black texture fallback, which affects correctness of rect lighting ...
When the scale of an actor is set to 0 in either X, Y or Z any overlap events will fail to trigger overlap events. ...
If a user removes a wall or box from the top down project base level, the navmesh will not update appropriately, creating a wall that the user will not be able to pass on PIE. Additional Note: Thi ...
See Comments. User reported planar reflections aren't being applied to translucent materials on Mac OpenGL, which may also affect Linux OpenGL and Mac Metal. Need to investigate what this feature r ...