Particle AnimTrails are not rendering on Mali but will render on the Adreno when using the OpenGL ES 3.1. ES2 renders correctly on both devices, just ES 3.1 does not. The devices compared: Working ...
Static mesh components of blueprints with "Is Dynamic Obstacle" set to true do not correctly affect navigation when standalone mode is initially run. Once another object is moved and the navmesh is ...
Brush Clip affects the surrounding geometry beyond the geometry it is applied to. (*See attached image for clarification) Regression: No ...
Major performance drop with instanced meshes since PhysX 3.4 upgrade Regression: YES Worked: 3172292 (4.13.2) Broken: 3249277 (4.14.3) For me, my results were: 4.8 through 4.13 No Collision - ...
Geometry Collection (GC) fragments are affecting the Navmesh in wrong positions and the identified cause is wrong indexing. Once a GC breaks, it's fragments, when big enough, are creating islands in ...
Lower framerates directly affect the velocity of a character's movement if that velocity is provided by another source. ...
Primarily visible at very low internal resolutions (25-33%), the SSS checkerboard with an RGB scene colour format (r.SceneColorFormat 3) causes a double-image artefact both internally and on the sil ...
Foliage Instance Static Meshes do not affect the Navmesh. I tried changing the Custom Navigable Geometry to 'Yes' & 'Even if Not Collidable' but got the same results. Repro Rate: 4/4 Tested this i ...
Lighting does not properly affect landscapes that are below another landscape, even after static lighting resolution is increased. This results in some areas that should be completely shadowed to ha ...
When reducing the Resolution Scale the selection accuracy is reduced greatly, and makes it difficult to click and move objects in the viewport when PIE or Simulating. ...