Found this while testing another issue. ...
Apparently merged sprites do not render at all on XB1. ...
If Visible is off in actor details by default, Visibility track in Sequencer doesn't work in game. It appears to work when you hit play in the Sequencer Editor, but doesn't work in game. ...
Shadow casting is still considered when the lighting intensity has been set to 0. This is a regression in performance from 4.12.5 where a lights intensity that was set to 0 would not be considered ...
Packaging with plugins GearVR and GoogleVR together cause build failed with multiple definitions of GetHMD(). Log attached for build error and error portion plugged into the callstack box. ...
When importing a FBX with multiple materials and some of them are unused from their setup, they will still be referenced by the skeletal mesh in the Details Panel in the level editor, but in the Per ...
Crouching/Uncrouching while standing on a physics object will cause the object to behave erratically. Even if the CharacterMovement component has Physics Interaction disabled, it will still effect t ...
There are instances where HLODs will either generate a lightmap but not assign it to the correct Lightmap Coordinate index from the target lightmap setting in the HLOD outliner or the Lightmap will ...
User confusion over Visibility/Hidden in Game track. We're running into some issues where it's only switching Hidden in Game when you Play, which essentially does nothing with lights, among other p ...
When importing a static mesh with a second UV channel setup for the lightmap the second UV is no longer being automatically assigned as the lightmap coordinate index. In 4.12 the second UV detected ...