Very large objects casting dynamic shadows on the sky atmosphere can lead to flickering (cascaded shadow maps) or square patterns (virtual shadow maps). ...
If there is a texture parameter within a specific material attribute stream in the base material and also within the base material layer, they must have the same parameter group otherwise the parame ...
In an orthographic view, dragging the marquee tool to select a group of objects will often result in other objects being selected outside the selection area. ...
When running a game in PIE, standalone, or package the game does not gain initial focus. User must click inside the game window to enable input. ...
If a bsp is turned into a static mesh and then the original mesh in the level is duplicated, it will register as duplicated in the world outliner but the mesh will not appear until re-assigned in th ...
User is reporting an issue with the preview of a Sprite and its rendering in game differing from the Texture Editor based on sRGB setting. With sRGB = True: [Link Removed] With sRGB = False: [Li ...
In 4.11 when you selected an actor with multiple material elements with the merge actors tool open you had the option to merge the material elements into a single one. This option is no longer valid ...
When modifying an object that makes changes using the construction script seems to cause a memory leak. The memory that is used seems to never be freed up. ...
Using the Nativize Blueprint Assets option can cause the extents of a collision component defined in code and inherited by blueprints to use its default values in a packaged build instead of the ext ...
Setting size of GameViewportClient gives different results on Android than in Editor OpenGL ES renders with the viewport origin in the bottom left, so that's potentially related to the problem. A ...