Volumetric Translucent Shadow has artifacts when using some nodes like noise when clamped between 0,1. This happens with other nodes as well. When using a basic alpha mask or constant value there ...
When launching particles and skeletal meshes on certain devices, they create block noise pixels instead of a smooth flame for example. Regression: Yes Did not occur: Binary 4.12.5-3039270+++UE4+Rel ...
It appears two shadows are created when building static lighting for Landscapes. One seems to be offset while the other is accurate to the angle of the light source. I tested this in 4.9.2, 4.10.4, ...
When modifying an object that makes changes using the construction script seems to cause a memory leak. The memory that is used seems to never be freed up. ...
When a capsule is attached to an actor Root Component followed by playing in editor through VS debug mode there is a breakpoint triggered in VS upon pressing PIE. Continuing through the break allow ...
Two different users have pointed out that the spring controls seem inverted and/or counter intuitive: The first post: https://answers.unrealengine.com/questions/328098/spring-controller-seems-to- ...
Using the Nativize Blueprint Assets option can cause the extents of a collision component defined in code and inherited by blueprints to use its default values in a packaged build instead of the ext ...
Editor Preferences -> General -> Loading & Saving> Source Control: the "Tool for diffing text" dialog box doesn't let you choose an application, because the file extension is set to .exe (for Windo ...
The "Rifle_Skeleton" asset in ShooterGame doesn't cook deterministically, and as such is always included in patches. Possible regression of [Link Removed] ...
Copy/pasting a child and non-child component in IWCE will not preserve the individual attachment hierarchies of the components. It'll be based on whichever was last selected. If the child was last ...