After enabling forward shading and disabling "Support Stationary Skylight" opening a static mesh in the static mesh editor will crash the engine. REGRESSION? Yes Crash Did NOT occur in 4.15.1 CL ...
While testing KiteDemo for 4.16 Sample Pass – //UE4/Release-4.16 CL 3420042 in Binary – I found that aside from the incredibly low FPS, some of the Bookmarked camera locations have issues. In the fi ...
Slider component does not accurately update the value if thumb image is large in size. The issue is that when a value range on the slider is clicked the thumb should match the associated value; howe ...
When using World Origin Rebasing, it is possible for the camera to offset itself from your starting location when exiting PIE. This will cause the next PIE session that starts at Current Camera Loca ...
Licensee has 4 Services that aren't being initialized with their respective Tasks when they Plays in Editor. If the Behavior Tree is opened first, the warnings do not appear. All 4 of the Services h ...
Placing a rect light in between two static meshes causes the surface to be extremely bright. This will happen even though the lights settings are default. It will not happen if it is lighting just a ...
The Metal SM5 shader code cannot be viewed in the Editor for a Material. Prior to 4.20, only HLSL Code could be viewed. In 4.20, a number of additional shader options were added, and they all work w ...
Cinematic DOF does not work correctly if TemporalAA Upsampling is enabled. Standard Circle DOF works as expected with Upsampling. However, enabling the New DOF Algorithm produces almost no blur when ...
Attempting to build the full UE4 solution for the Test configuration fails in 4.21. Most projects will build successfully, but a few will fail with various errors. Most of the errors appear to be re ...
When Forward Shading is enabled, if you create a material with their properties setup with the following: Material Domain: Deferred Decal - Blend Mode: Translucent - Decal Blend Mode: Emissive T ...