Overlapping lightmaps are generated when the LOD group is not the default. Setting the LOD group to None and rebuilding lighting doesn't have the same result. Found in 4.24 CL# 10570792 Reproduced ...
This issue occurs in Skeletal Mesh depending on the model when Skincache is enabled and affects the rendering. ...
in the function FinalizeVirtualTextureFeedback, the micro "USE_DBUFFER && MATERIALDECALRESPONSEMASK" returns true on mobile forward, while there is no DBUFFER on Mobile forward obviously. This takes ...
This problem was reported in this UDN:https://udn.unrealengine.com/s/question/0D52L00005PbEYNSA3/landscape-distance-fields-artifacts?fromCase=1 ...
Shallow water areas in scenes with exponential height fog will be brighter than they should be. Possibly due to the fog being applied twice in the SingleLayerWater shading model. ...
When looping the attached sound, there is a noticeable pop on the loop boundary when the codec is Bink that is not heard on other codecs. ...
From observations, this seems to be related to how the mesh selection works, and may be making the pixel under the mouse masked away. Adding a value >= 0.5 between the clamp and the Opacity Mask out ...
Adding a media track(.mp4/avi) into a level sequence causes the editor to hang when scrubbing the timeline, or enabling/disabling the media track. ...
WaterBodyCustom seems not to work with Distance Culling settings on its own actor, either Draw Distance/Never Distance Cull or Allow Cull Distance Volume. It only can be controlled by the CullingD ...
When an Actor is duplicated in the editor inside a world partition level it maintains references to the Actor it is a copy of. This can cascade, i.e. Actor C, which is a copy of Actor B which is a c ...