So the issue seems to be a combination of Add To Mesh Component and Extend Mesh Section. I've tried this in Epic Launcher 5.6, 5.6 in-house modified engine as well as ue5-main 5.7 from git (editor ...
The 'Shader Complexity' view mode is rendering differently between regular Static Meshes and Painted Foliage instances after enabling 'DBuffer Decals' The user is reporting that this does not seem ...
During lookdev, I use a post process material to bring reference images into the engine to compare against my work. The goal is for the reference image to not be touched by any of the Unreal color ...
Does not crash in 5.4 on same hardware so looks like a regression. Attached Unreal logs indicate source of critical error: 'FARKitCameraOverlayMobilePS' shader uniform expression set mismatched sh ...
If you have an illegal character (/ or ?) in your material name embedded with your FBX the editor will crash when using the new Full scene importer and selecting the Materials Tab. Tested in and ...
When using a source build of 4.12, the crash report client window does not open even if Crash Report Client is manually built alongside the editor. UPDATE: Only affecting Source builds from Github. ...
Using indirect lighting from bounce cards that are set to Actor Hidden in Game no longer generate indirect lighting for the scene. This is a regression of 4.11.2 where this worked but is no longer ...
We encountered this issue while checking data for the Mobile Compat pass on 4.13. Galaxy S6 4.12 FPS/FR: 54/18.5 Galaxy S6 4.13 FPS/FR: 24/41 Galaxy S6 Edge 4.12 FPS/FR: 53/18 Galaxy S6 Edge 4.13 ...
The output of the CustomStencil node in a User Interface material does not align with the viewport dimensions. Toggling fullscreen/windowed mode (F11) causes the offset to reappear, so scaling the n ...
Setting r.ScreenPercentage.Editor does not affect the upsampling/downsampling of the viewport in the editor. Regression: YES - the console command correctly adjusted the screen precentage in 4.11.2 ...