When using World Position Offset and pushing verts of a mesh, cracks appear on the surface using WPO when deployed to an certain iOS devices. I used the Mobile Previewer to compare results to how t ...
In a character's Physics Asset, a bone that is set to Kinematic and its children will have a scale of 1 overriding the Skeletal Mesh's Scale Transform settings. When the root of the body is changed ...
Having a LevelSequence opened and unhiding a sublevel can break the attachment hierarchy of the actors that are inside the sublevel. This also affects to the sublevel asset itself. ...
There is a slight delay when clicking between two different UMG buttons on Mac. Tested on OSX 10.10.1. There also appears to be a flicker on the Menu Bar. ...
After some testing this issue looks to only occur with queued notifies and not with branching point notifies. UDN: https://udn.unrealengine.com/s/question/0D54z00009643x4CAA/server-doesnt-process-a ...
If an actor has 'Simulate physics' enabled and the Collision Enabled field is set to anything other than Collision Enabled (i.e. OverlapAll sets this to No Physics Collision) then mass is reset to 1 ...
The Alpha Channel of the Render Target Texture is rendered as a value of 1 (solid white) when the SceneCapture2D actor is set to LDR with PP and Anti-Aliasing is set to true in the General Show Flag ...
Velocities are not being cleared when physics simulation set to false. ...
This issue was reported by a user who was having issues with their modulated shadows showing up in random spots on their mobile devices. Their devices were a Samsung Galaxy Note 2 and a ASUS Zenfon ...
There is a clear difference in color saturation for the nav mesh debug material between when lit by a light with low lux values (6) and when lit with high lux values (1000) and eye adaption is enabl ...