Long text comments in the MRQ burnin takes multiple frames to properly format. See slack thread here: [Link Removed] ...
As far as I can guess is that in the initial state of the object, the vertex normals are as they come from the DCC, but after the modeling operation they get recalculated somehow that doesn't match ...
Shadow artifacts will appears when the camera is moving towards a character or if playing will appears with the character if Self Shadow is enabled for the character. Sample video and image attache ...
Hang and memory spike (that doesn't go away) when you create an endless loop in AnimBP. Blueprints have a safeguard against this when you try to PIE with an endless loop, but I think the Animation ...
Memory leak when leaving Shootergame open for extended sessions. ...
If a skeletal mesh is imported with a uniform scale of >1, the rotation feature in Persona will not rotate bones at the proper ratio. The meshes rotation will slow down as the uniform scale increase ...
Open a level that contains instanced meshes will crash the editor. Per the users description, the level must have had lighting built and then another level loaded or the editor restarted. Once the ...
Foliage that has been deleted in 4.6 will return when a project is migrated to 4.7. ...
With a locked Smooth Framerate of 60 Min / 60 Max and in Fullscreen Standalone mode, there is a transparent bar like stutter in the framerate that runs through the playing cinematic. Also Reproduce ...
After Resuming from the Menu in the Blueprint_HUD level of Content Examples, looking around with the mouse is restricted to the window bounds. Clicking inside the viewport resolves the issue. ...