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 ...
When deploying a template project to the devices listed below, there is an issue with the mobile HDR being checked on. It is causing the project to show either black or static like. Devices tested ...
When using a single FBX with multiple meshes that is imported as individual meshes, if you reimport after updating only a single mesh or a few of them the entirety of FBX will be imported and added ...
When a hot reload is preformed, the CDO is not properly cleared. This causes a copy of the class to be generated with both the original and copy triggering calls. Workaround: Preforming an additio ...
The reroute node is throwing an error why you try to using it with a Texture Object Parameter. It works just fine without the reroute node so the workaround is simple enough. ...
See UDN thread ...
A licensee is reporting incorrect or over exaggerated loss of specularity on the Subsurface skin shading model when shadowed by indirect capsule shadows, and then modifying the r.sss.checkerboard se ...
WPO does not accept TextureParameter2D nodes when deployed to High End Mobile. The interesting thing is that all other inputs accept Param2D, so it is not entirely clear why WPO is not working. If ...
This is a common crash affecting Mac users in 4.16. It has occurred since at least 4.13 ...
A set of objects which can be instantiated Inline in the Editor that contain an array of References to their children that have nested Blueprint objects inheriting from a Native Base Class can cause ...