When switching the preview rendering level to any of the mobile shader models and opening a new level, the preview rendering level does not get reapplied to that particular level. This is contrary t ...
Licensee has reported their crowd animations are not working correctly. Nothing immediately obvious when I tested the project and thought it would be better to get it raised as a JIRA bug ASAP. ...
When editing settings in a blueprint node's details and copying the values of a setting / pasting to the same value of a different node, the value will update after pasting but the checkbox setting ...
Sequencer Actor Transforms are not offset when the level is moved in World Composition ...
Some users are reporting crashes when attempting to connect to SVN after upgrading to 4.15. The only relevant change to SVN was the update of the 1.9 binaries to support SASL, so it's possible that ...
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) ...
Attempting to package a plugin as DLC is failing with the following error message: Program.Main: ERROR: AutomationTool terminated with exception: System.Exception: Couldn't update resource However ...
The implementation of UMGSequencePlayer::Play and UMGSequencePlayer::Pause are not conducive to being able to efficiently pause and resume animations. Some problems that need to be addressed: 1. ...
This problem looks like the following parameters are not defined correctly. The correct parameter is Engine_Emitter_NumParticles. Engine_Emitter_NumParticles and PREV_Engine_Emitter_NumParticles .\ ...
The editor will crash when using "Convert Selected Components to Blueprint Class" for actors that the root component is not tagged as a BlueprintSpawnableComponent. ...