ARM Mali 400 Series GPUs are rendering Opaque Unlit Materials as Black instead of the designated color. This is a *regression* from 4.10.2.Devices where Issue OccursDevice NameBrandBug Description ...
With a Bokeh DOF setup that essentially places the Near Transition Region into a Negative Space (or non-existence) the FPS drops dramatically from out of focus region to in focus region. In Focal R ...
When you have a multi-material mesh assigned to a blueprint in which one of the material elements is set to a Dynamic Material via the Construction Script, you lose the ability to set teh other elem ...
When building the Promoted 4.12 Solution from Github as of the 4AM commit, the Unreal Lightmass project does not build by default. This results in the inability to build lighting until Unreal Light ...
Collision boxes become sluggish to move when using higher poly meshes. High poly boxes attached (60 K and 120K tris) Users Video for reference: [Link Removed] ...
When you have setup a Shared Modules structure in Cascade, and then try to adjust LOD, you cannot adjust the Shared Modules. The current workaround is to go back to LOD0 unshare the modules then re ...
User reporting crash with a specific setup using Lit Translucent FX Clouds and a Day-Night Setup running on a Timeline from Level Blueprint. [Link Removed] 4.8 BUGG: [Link Removed] 4.9 BUGG: [Li ...
It appears that the Vertex Normals from Ribbon Particles are opposite of what is expected via the Default Particle System given both systems share the same alignment (Facing Camera) [Image Removed] ...
The Initial Modules appear to be clamped to a zero to 1 time frame since 4.8 was released. Projects that are converted from 4.7.6 will have correctly working particle systems, but adding a new part ...
The Resolution Scale Slider in the Engine Scalability Settings does not adjust any settings unless your first adjust the r.ScreenPercentage.Editor variable. Also reproduced in Main - Promotable - C ...