When you turn off 'Supports Open GLES2' from the iOS settings and package a game with 'Support Forward Rendering with Metal (A7 and up devices)' the textures/materials are stretched across the objec ...
Physics Asset doesn't follow the Skeletal Mesh when Physics Blend Weight is set to any value between 0 and 1. Could be related the the fix for this JIRA: https://jira.it.epicgames.net/browse/UE-192 ...
Cooking is not deterministic for Destructible Meshes. Can be tested by doing a release/patch of Destructibles map in Content Examples. Destructible Meshes that have not changed will show up in the ...
WPO does not accept TextureParameter2D nodes when deployed to High End Mobile. The interesting thing is that all other inputs accept Param2D, so it is not entirely clear why WPO is not working. If ...
Assertion in a packaged build when Light propagation volume is set to 1 ...
Occasionally the haptics will not response to a trigger pull on the vive wands. It's about 2/15 will skip response. ...
Incorrect values are loaded for the Collision Enabled property of attached ActorComponent Blueprints. ...
When enabling nanite on Quixel Bridge assests. Materials sometimes randomize to other assets in the viewport during simulation or PIE. This does not occur every time and may take a few tries. T ...
Selecting the Browse button on a Wave Player asset does not load the location of the selected asset for previously saved MetaSounds. Changing the Wave Asset to another Sound Wave and then selecting ...