When you turn off 'Supports Open GLES2' from the iOS settings and package a game with 'Support Forward Rendering with Metal (A7 and up devices)' the textures/materials are stretched across the objec ...
Packaging for Android fails with the GPU Lightmass plugin enabled. A customer reported this and I was able to successfully repro it, however my callstack was different. I'm attaching my logs and cal ...
As reported on UDN. If using a custom postprocess which replaces the tonemapper, FXAA doesn't work. ...
When a UProperty pointer to an EditInlineNew class is modified, we reconstruct the details panel and rerun customization builders. This can cause FDetailArrayBuilder to run it's destructor, we can u ...
Converting a BSP to a static mesh will freeze and crash the editor when done on Linux. Windows does not exhibit the same conversion crash. ...
When a widget Blueprint that is derived from a custom UserWidget class containing a custom EditInlineNew UObject class property is compiled, any value that has been set in the UObject property is re ...
OculusHMD plugin fails to compile on Android if compiling for x64 architecture; it isn't supported so module needs to be skipped. ...
The new custom editor build steps don't properly advance when we complete an async build step, looks like it was untested. ...
The customer provided reproduction steps and a trace file that crashes Insights. From the customer: manually placing if (!CurrentGraph) Unknown macro: { return; } nullchecks in RenderGraphInsi ...
When launching to an Android device that supports ES3.1 skeletal meshes seem to collapse in game. ...