When calling a post process blendable to the screen using the CameraVectorWS input data, only the geometry is effected and not the screen space. Note I sent an email out about this issue, and it ha ...
A licensee is reporting UObject spikes (with a noticeable GC impact) in UWidgetBlueprintGeneratedClass::InitializeWidgetStatic. This may be caused by our duplication of UMG animations when initializ ...
iOS Game Center multiplayer create session does not function or crashes app. ...
CalculateLodCount tries to bound the output LOD count as at least one (count >= 1), but actually bounds it as no more than 1 (count <= 1). Just need to change a FMath::Min to FMath::Max. ...
When rotating a camera about an actor the motion blur starts to create blocky/pixelated artifacts around the character in a halo. This can be further exaggerated by moving the actor while rotating t ...
See TranslucentRendering.cpp // todo: this optimization is currently broken DrawingContext.bSceneColorCopyIsUpToDate = (DrawingContext.TranslucenyPassType == ETranslucencyPass::TPT_Separat ...
The Skylight actor cannot be disabled when using 'Hide' from the right-click context menu or using the visibility eye icon in the World Outliner. ...
In CCP's talk on making Gunjack for GearVR, they reference being able to control the draw order of elements in their scene. I couldn't find any such settings on meshes or materials. Is this an expo ...
When modifying the properties of a Skylight actor as a component within Blueprints, the changes are not reflected in the Blueprint viewport. If you drag the blueprint into an empty scene and modify ...