A user pointed out a potential to have an index out of range error in the source code. There are also a few magic numbers scattered around in this function. ...
Rendering appears to be inconsistent between the left and right eye of the oculus when setting r.SeparateTranslucencyScreenPercentage to a number below 100 (99 in this example) ...
Sequencer Sub Sequence cannot play back from Master Sequence, when the Property Time Scale is set to numbers under "1.0" ...
When using an RVT with BaseColor/Normal/Roughness format on DX12 with a GPU that supports Tier2, a GPU crash may be seen. ...
SetRes command does not appear to enter fullscreen when placing an 'f' on the end. The window becomes a window the size and resolution of the numbers that are passed in. ...
For 4.15, we should (ideally) support this, or only provide the array option in sturct (if the other path is too big a change for 4.15 post-branch). ...
When the user switches between profiles in Preview Scene Settings, the lighting rig rotation changes randomly, and doesn't stick with the rotation that was set in the profile. ...
Editor utility widgets were being rebuilt on GEditor->OnBlueprintReinstanced. However, this delegate is fired when any blueprint is reinstanced, which resulted in the widget being refreshed when it ...
It looks like static meshes can invalidate large numbers of VSM pages when the geometry and the light are not on light channel 0. ...
A number of "stat commands" such as "stat memory" or "stat collision" are working when used but display the message "Command not recognized: stat memory" when entered. ...