If using a Stationary directional lighting with object that have disabled dynamic shadow casting will lose their statically cast shadows when the dynamic lighting is in range. See attached image a ...
MobileHDR fails on GearVR ...
Nexus 9 fails due to unrecognized CPU architecture. Need to add mapping of arm64-v8a to arm64 (UE4 internal architecture for this part) so it will fall back to armv7 for now and in future use 64-bi ...
If you delete a folder from the Content browser that is in the Starter content, The folder will reappear if you reopen the project. The only way to delete them would be from Windows Explorer. I als ...
Blueprint's with an instanced static mesh that has instance components added via construction script will fail to build lighting correctly when the pivot is placed outside the lights radius. This ...
When using a BP with component instance static mesh that is added via the construction script, when using the build button in the toolbar to build lighitng and geometry everything will work correctl ...
When a raw NavModifierComponent gets added to a character it cuts a hole in the navmesh (as expected) but doesn't update the location with character's movement. And it should. ...
USER DESCRIPTION: Every time I check "Enable Drawing" in project settings, save all, close the editor then open it again -> Enable Drawing is unchecked. Why? Is there some other place when this opti ...
https://forums.unrealengine.com/showthread.php?61511-A-few-questions-in-regard-to-texture-compression-reflections-and-deployment&highlight=powervr This code was added back on 8/2013, changelist 178 ...
When naming a project ending with "Engine" whether there is a "_" or no space separating the name will result in a build error in VS. See attached image for error output. ...