Draw Line in HUD does not respect alpha < 1.0, instead drawing completely opaque in all circumstances. Regression (No) issue (does) occur in 4.10.4 ...
ScreenPosition UV upside down on mobile. From User: "I believe the editor mobile preview provides "correct" results, while the mobile device produces upside down results. I ran into this issue w ...
The licensee found a way to lock the state of a rigidbody as PBDRigid->ObjectState() == EObjectStateType::Sleeping by subjecting it to a particular transient field composed of a RadialFalloff and a ...
Crash when setting a module input to read from a new user parameter Crash does not occur when drag/dropping a User Parameter from the Parameters panel into the input, or when selecting a preexistin ...
This issue was reported by a user who was having issues with their modulated shadows showing up in random spots on their mobile devices. Their devices were a Samsung Galaxy Note 2 and a ASUS Zenfon ...
When using WorldComposition and building LOD for a sublevel, textures of generated Landscape LOD are not correct when the project has forward rendering enabled. The issue is that the material gener ...
The wrong emissive value may be used on Nanite objects with custom primitive data when Lumen card sharing is enabled. This issue can be mitigated with: r.LumenScene.SurfaceCache.AllowCardSharing 0 ...
If the user creates two NavArea Blueprints (one in the content folder and the other in a developer folder) if one is inside of a developer folder then it will appear to have no affect when it comes ...
A licensee has reported that when using Create Material Instance Dynamic and adjusting a material at run-time is not working with HLODs. It doesn't seem supported (yet) and unchecking the "merge m ...
When enabling BC7 compression format for a texture in a project that has SM4 disabled will result in the last two Mip Levels being gray. This happens on any texture size. The number o mip levels may ...