The issue occurs when you simply move the material node itself and click the 'Apply' button to begin compiling shaders. Once it has completed, the number of texture samples increases for the Stats a ...
No user comments in crash group 208 check(Layout.ResourceOffsets.Num() == NumResources); 209 210 for (int32 i = 0; i < NumResources; ++i) 211 { 212 ...
Various users have reported seeing the default UE splash logo appear briefly before their custom launch screen appears. This was reported to have been seen in 4.25, and did not occur for users in 4. ...
Seamless travel seems to not be functioning properly. With Run Under One Process set to false and Seamless travel enabled, the ServerTravel command is not bringing the server to the specified map. ...
Macro libraries try to support guid-based renaming: when a specific macro is renamed blueprints using the old name will automatically point to the new name and work properly. However, this fixup hap ...
For devices without framebuffer fetch we are relying on undefined behaviour for depth reading with decals, mod shadows and depth reading materials. (ES2 spec: 3.8.6 Texture Framebuffer Attachment). ...
From the User Submission: I spent some time poking through the FComponentInstanceDataCache code and noticed that there is no component instance data saved/applied for'native' component types, so si ...
As the title suggests, bloom on the Samsung Galaxy S5 is not working. I tested this against another android device, the Acer Iconia Tab 8, which also supports Full HDR w/Sun according to the docum ...
Since FDeprecateSlateVector2D has been implemented in 5.2, the following function calls will always fail. Therefore, the ImageSize is not updated. This problem does not occur in 5.1. void SBrus ...
This is a common crash that has occurred for users since at least 4.16. User DescriptionsUsing the PIE i compiled some c++ then quit the PIE before the end of the compilation. Source Context 35 ...