We are currently experiencing an issue where skeletal mesh vertex colors are different on certain mobile devices. What we see is the following:Red and Blue channels are swapped.It occurs consistent ...
The Hit result from "get hit result under cursor" does not appear to be working with "find collision UV" Using "Line Trace by Channel" hit result works as intended. ...
Launching an iOS App that is set to Metal 2.0 on a device with iOS version 11.2.2 causes the app to crash and return to the home screen. This was tested on an iPad Pro as I do not have access to any ...
Example: Widget Blueprint classes do not get nativized for WindowsServer configs when 'Load Widgets on Dedicated Server' is false (i.e. NeedsLoadForServer() returns false). As a result, if another c ...
FOnlineAsyncTaskManager::Run waits for the WorkEvent to trigger before it will tick. However, this event only gets triggered if there are new Available Tasks. Therefore, even though there may be pe ...
When enabling the Metal Desktop Forward Renderer on iOS, Directional Light's with Light Shaft Bloom enabled will cause full screen graphics corruption when looking at the light source. ...
-An asset with UBX collision created in Maya(2016), does not scale with it's collision when brought into Unreal -Scale one axis at a time and not the asset as a whole -Collision not generated on im ...
This issue is not a regression, it has been broken since the start of UE4. This bug may be related to [Link Removed] . Per licensee: We are trying to replace certain materials with material instan ...
When using the Set Array Elem and an empty Boolean array the results from a print string differ when testing an actors hidden value. It seems that this logic will always return true as it references ...
Hierarchical instance static meshes appear to have a shadowing issues when transitioning between LODs when dithering using Stencils. Note: This issue may be related to [Link Removed] or [Link Remo ...