From [Link Removed] Closed "There is still a bug happening with editing transformations on pause. If you play, then pause, ...
If you run with -rdgimmediate -onethread you can get the callstack that indicates that MRQ is still attempting to allocate the full sized texture and not the individual tile size. ...
A pop can be heard when crossing the Air Absorption distance range while using an HPF. From Slack: "I tracked it down to specifically the HPF – it's when the filter turns on, it jumps instantly to ...
There is a clear difference in color saturation for the nav mesh debug material between when lit by a light with low lux values (6) and when lit with high lux values (1000) and eye adaption is enabl ...
It appears that the Landmass plugin has a content dependency on the BlueprintMaterialTextureNodes plugin. If the BlueprintMaterialTextureNodes is not loaded, then the blueprint "/Landmass/Landscape ...
Streaming out the navmesh and streaming the area back into the world before the GC runs causes the navmesh streamed back into the world to only have navmesh tiles on a layer with tiles that would b ...
When running a build with bSharedLinearTextureEncoding enabled, View.GGXLTCMatTexture and View.GGXLTCAmpTexture are pointing at the black texture fallback, which affects correctness of rect lighting ...
Descrition: When using the vehicle template the text rendered on the dashboard when using the car is blurred. This seems likely to how the text here is setup vs the hud for the 3rd person view. ...
If a component is created/setup through code and set as the child of a mesh component, clicking the magnifying glass in the Parent Socket field does not bring up the list of mesh sockets to attach t ...
Certain Translucent Materials with Surface Lighting Models and Additive Material based Particle Systems will not render in Shipping/Distribution configuration using Metal Rendering on an iPhone 6*. ...