This is a regression tested in //UE4/Release-4.27 CL#18319896 GPU Lightmass ignores IES Profiles on Static Lights while building lighting. Tested with different Global Illumination and Reflection s ...
The appears repeatedly in the log:[2017.07.12-14.57.06:022][ 4]LogHMD: Initializing OVRPlugin session [2017.07.12-14.57.06:652][ 4]LogHMD: Setting user focus to game viewport since session status ...
When outputting with Custom Render Passes, the Render Pass is automatically added at the end of the output frame file name. We have a few variables that we can control in the FileName Format sectio ...
This crash is occurring in a developer's packaged project for their end-users. End-user comments are below (unique to the specific project)The game started flickering and then crashed!I set down a ...
USceneComponent::RelativeLocation is an uncompressed FVector (3x32 bits replicated). Consider changing to FVector_NetQuantize100, or consider implementing custom serialization (with customizable qua ...
Hi Sevan, I think we are having a bug: When using our calibration format “vwf” the image is slightly misaligned. Same calibration exported MPCDIv2 works good in UE. So it seems to be some issue ...
Diffing a Blueprint does not currently work when looking at previous commits. The diff appears to be looking at pointer files instead of the actual Blueprint files themselves. When using the Git LF ...
The depth is rendered incorrectly when using a custom projection matrix in SceneCaptureComponent2D. You can find an example project at [Link Removed]. You can find where the CustomProjectionMatrix ...
When using materials with CustomData inputs, such as the Eye material with Iris Distance and Mask, Virtual Texture samples will increase the instruction count for each unique VTPageResult. Each cus ...
As of 4.9 Dynamic Indirect Lighting with Light Propagation Volumes should be supported for Spot Lights. This does not appear to be the case for several versions that I could see. Using the methods o ...