Save game slots via blueprints do not work in a packaged game for the HTC one plus. ...
[NickW] SteamVR uses HMD Mirror, but this should fail more gracefully Not sure if this is supported for vive, but it puts the user in a state where they can't undo the command (or change back to a ...
There is an issue with Maps of Wildcard type that do not propagate values correctly when inside of macro. When using these in a blueprint there are errors and the blueprint cannot compile. This issu ...
When "r.EarlyZPassOnlyMaskedMaterials" is enabled, masked materials used with particles will flicker when close to the camera. Found in 4.17 CL# 3658906, 4.18 CL# 3832480, 4.19 CL 4033788, 4.20 CL# ...
After importing a sound file, it's sonic characteristics are changed and the sound is not the same as the original. This leads to inconsistency. The sound is the same with Compression set 100. Two ...
This problem caused by incorrect initialization of RandomStream in the GPU particle. //PaticleGpuSimulation.cpp virtual void Init() override { ... check(AllocatedTiles.Num() == TileTimeOfDe ...
Using Object Scale in your material with an Instanced Static Mesh does not change the color of the material if you scale the individual instances of the Instanced Static Mesh component. If you scal ...
When using ISMs and HISMs, each instance can have its own transform, which can affect the LOD selection of one or more instances. For HISMs in particular, changing the scale of a single instance gre ...
Particle systems ignore lighting channels - no matter what channel a light is on (even if no channels are selected), it will affect lit particles. Changing lighting channels on the particle itself h ...
Negative scaled static mesh components in a blueprint will invert their faces when converted to a static mesh. Note that this does not happen in the following situations: If the BP is scaled negat ...