Fracture Mode > "Remove-On-Break" setting: Cluster Crumbling causes flickering. Once the Remove-On-Break Cluster Crumbling effect is activated, there is a small delay between the disappearance of th ...
All console variables overridden in Movie Render Queue are set to 0 after the render queue runs. It's because all cached previous console variables are reset to 0 just before they are written back ...
Navigating to a level with a skeletal mesh asset from that level copied to the clipbard from the world outliner will cause the editor to crash. This can currently only be reproduced in the TM-Contac ...
This is a common crash in the 4.16 and 4.17 releases. User DescriptionsWriting a custom component in C++. Hotcompiled it through VS2017. Had the BP editor open with a class derived from that compo ...
BRANCH: MAIN CHANGELIST: 2374441 PLATFORM: Windows DESCRIPTION: The functionality to use the hotkey to deselect an object in the viewport using the ESC key no longer works in 4.7 without first sel ...
When using a mesh as an Instanced Foliage Actor the Levels of Detail are always rendered. The user reporting this issue mentions he needs to use extreme different LOD value ranges for screen size wi ...
Using ScreensAlignedUVs material node on some devices does not render correctly at farther distances. Devices tested with: Working: iOS 5s and Pro Working: S7 Edge - SM-g935P Working: LG G4S - ...
This failure occurs when trying to package SunTemple for TVOS. It did not occur with a blank blueprint project, until I added a custom iOS icon and tried to package a second time (I hypothesize th ...
If a Blueprint is derived from NavLinkProxy, and then that Blueprint is added to another Blueprint as a ChildActorComponent, the second Blueprint's Smart Link functionality will not work when the pr ...
When deploying a template project to the devices listed below, there is an issue with the mobile HDR being checked on. It is causing the project to show either black or static like. Devices tested ...