When setting a particle system to be active after deactivating the remaining particles still floating in the air from earlier will flicker. This is harder to reproduce when smooth frame rate is enab ...
If the max number of jumps is 'n', jumping from the ground allows for 'n' jumps, but walking off a ledge and then jumping only allows for 'n-1' jumps. Ex: If Jump Max Count is set to 3 (triple jump ...
Some materials are not rendering on iphone 6 series devices. They will render completely black on one device but not others in the same series. Replacing the material with a basic material renders o ...
When using Z-up for Axis Conversion on export using FBX 2016 from a modeling program (3DS Max 2016 used for this test), this axis selection will fail to import with the warning listed below. If usin ...
Shadow quality from a movable directional light has lower resolution quality than the previous release of the engine. This is a regression in quality from 4.12.5 to 4.13. Tested with: Good Quality ...
While the engine currently supports a P4Changelist argument when launching the editor from the command line, we are only currently using it to check out assets through FPerforceCheckOutWorker::Execu ...
The new SceneCapture2d feature 'SceneDepth in R' is not rendering the scenes depth in both Perspective and Orthographic projections as expected. The user originally mentioned he was using Orthograp ...
A few users using the Windows 10 Insider Preview have found that after a certain point in the Prerelease builds, starting at 14915 it seems, the Unreal Editor and Epic Games Launcher context menus h ...
Spawnable actors visible for one extra frame on cut between subsequences ...
Actor Components with Auto Activate set to false are still ticking. If you activate the component on begin play, set a short delay, and then deactivate it, the ticking will stop, which is inconsis ...