On Linux machines users are unable to uncap their framerate in the editor. This issue has been observed in multiple maps, including TM-URO and TM-AnimPhys, as well as Third Person Blueprint projects ...
A Nanite primitive casting a CSM shadow on another Nanite primitive with "Cast Shadows" disabled, will have it's shadow disappear completely when r.Shadow.CSMCaching = 1. ...
Bug report from AnswerHub. Need to figure out why C++ functions tagged NetMulticast and BlueprintCallable send the wrong paramters to some clients. ...
Here's a quick chart showing the current multiplicative pyramid style scaling that's occurring.Import ScalingLOD0LOD1LOD2LOD32.0248160.50.50.250.1250.06255.0525125625 ...
Vulkan Multibuffer Lock mechanism for ReadOnly does not appear to be implemented. Temporary workaround has been provided to licensee. ...
While we suggest using screenpercentage at 25%, it is visible at higher percentages. Video showing the flickering:https://udn.unrealengine.com/s/contentdocument/0694z00000Qw4jPAAR ...
In FReplayHelper::ReplicateActor, we check Connection->ClientHasInitializedLevel(Actor->GetLevel()) to see if the actor should create a channel or not. However, the DemoNetConnection does not have a ...