Currently, all DX12 video decoders on Windows use software decoding. On the other hand, if the engine is running on DX11, developers can use this by enabling the "Hardware Decoding" option under "Ex ...
When nanite is enabled on a static mesh, lighting contributions from Sky Atmosphere material nodes are not incident on the static mesh and no longer present in the overall lighting of the scene. Th ...
Reported in SF [Link Removed] In videos containing multiple parts, the cumulative time indicator that shows the full length of the video no longer works correctly and will incorrectly display a len ...
When importing a full scene using the Full Scene Importer and having it create a Blueprint actor that will set it's default mobility to static. Even unchecking the Import as Dynamic option will not ...
[NickW] SteamVR uses HMD Mirror, but this should fail more gracefully Not sure if this is supported for vive, but it puts the user in a state where they can't undo the command (or change back to a ...
When using the CVar for `Shot` the produced image saved in the screenshots folder of the project on the device will has artifacts that are not the image taken. This happens when using a Gear VR Proj ...
When attempting to replace a global float variable with a local float variable that is connected to a Timer node in a blueprint function, an error will appear after trying to compile. This does not ...
AI Perception does not detect multiple actors across multiple sublevels. It appears that sublevels recognize the persistent level actors but do not recognize other sublevel actors. In the sample pro ...
Having an extra semicolon on the line before declaring a UPROPERTY will cause UHT to miss parsing the following UPROPERTY. This is expected, but an error is usually given when this is the case. This ...
When a template project's default folders are renamed (such as Geometry in the First Person Template), the original folder name is still shown in the content browser. Relaunching the project will s ...