When MobileHDR is disabled in a packaged AR project for iOS there is a big constrast with the brightness in the image and constant screen tearing. This is happening specifically with images captured ...
Incorrect conversions values received and using FUnitConversion::Conversion ...
Setting the material of Text Render to an instance of the default material then running as in Standalone results in a crash. ...
Static lighting will not bounce on the ceiling when using a Layered Material. The Material Attributes Layers node is used which doesn't appear in 4.24.3 so this isn't a regression. This was report ...
It seems that when setting the Max Depenetration Velocity to a non-zero value, you are then unable to set it back to 0. Tested in //UE4/Release-4.25 @ CL 14469661 and this did not occur so marking ...
If the ISM component is not in a blueprint, but added directly inside the level, the CPD works. If the CPD value is set from a construction script through either the Default or Transient function, i ...
in PIE, RerunConstructionScript() is executed and actor's CachedMaxDrawDistance is updated as expected. in packaged game, RerunConstructionScript() is not executed so, CullDistanceVolume is not u ...
When sampling root motion backwards we can hit an infinite loop in ExtractRootMotion. This happens if the initial sample time + negative delta is off the end of the animation clip. In that case FA ...
Enabling 32x AntiAliasing on an MRQ causes metahuman hair physics to become twitchy in the image sequence output. ...
Certain interactions between a Rect Light with a Light Function and a Post-Process volume lead to a check() when compiling a Ray Tracing PSO for tracing lights. This check() only happens when shader ...