This is a high frequency crash occurring for our users. It appears to be the same crash reported in [Link Removed], however that was fixed in 4.15.0, and the specific repro steps are verified to no ...
Attempting to build a local binary engine from a source engine will fail when iOS support is enabled in the setup process. Command line argument (ran from Engine/Build/BatchFiles folder location): ...
When using the Size Map to view the memory consumption of a generated HLOD actor, it reports it as missing. This could serve to be problematic when using a large number of HLOD actors to optimize t ...
Texture sizes incorrect and always output 1k resolution textures when creating HLOD proxy meshes and using the per property manual override for texture sizes. I have attached a screenshot which exh ...
Also occurs in the live 4.15.1 build. This does not occur for BP projects or when packaging for iOS. Same compile error as UE-41313UATHelper: Packaging (tvOS): UnrealBuildTool: /Users/Shared/Unrea ...
A crash occurs when changing/setting the LOD Group of a SpeedTree asset within the Static Mesh editor. Regression? Yes, this crash does not occur in the 4.13.2 binary release. ...
Using tessellation on Landscapes causes a greater impact in performance than what is expected. In the screenshots provided there is a comparison between tessellation disabled and flat tessellation ...
When adding a bsp Geometry object into the world the edges flicker. The effect can sometimes be seen better if you change the tessellation of an object that has it. Observed on border edges of a sel ...
When a Planar Reflection component has been added to a Blueprint that has adjustable sliders that can be edited via the Details panel that updates the Blueprint via the construction script the memor ...
Currently if you set a SceneCapture2D's "Capture Source" to "Final Color (LDR with PostProcess)", the result of the screen capture becomes just a black texture. If you set the SF_Tonemapper show fl ...