When unlocking FPS in Viewport it defaults to 120 instead of potential max FPS. If you do this during Launch the 't.MaxFPS 0' or 't.MaxFPS -1' commands unlock the FPS to the max the GPU allows in th ...
Crash occurs when Forward Shading is enabled in Forward Rendering Options User noted that if "Support Stationary Skylight" in Project Settings > Rendering > Shader Permutation Reduction is disabled ...
At the moment, UI scale is calculated on Linux from physical monitor dimensions (obtained ultimately from EDID) and not system scale. The granularity is 0.25, so scale can be 0.25, 0.5, 0.75, 1, 1.2 ...
REGRESSION: No, this is based on an older bug ([Link Removed]), but with new steps to reflect new editor behavior. When creating a blueprint from the Details panel, there isn't a unique tooltip for ...
`check(Samples.Pop());` this kind of `Pop()` inside of a `check()` is in a few places in MediaSampleQueue.h and MediaSamples.cpp but `check()` expands to nothing in Shipping/Test, so, required work ...
The Get Mouse Position on Viewport node does not appear to give the correct position of the mouse in the viewport. The further the mouse is moved away from 0, 0, the greater the discrepancy appears ...
Using the Expand node feature on a macro from a macro library alters the current functionality of other instances of the macros that are in use(even though the macros themselves have not changed). ...
After compiling, the variable disappears from the variable list which prevents the user from deleting it and being able to recompile the level succussfully Not a regression as it occurs in 4.18.1 a ...
When using PerInstanceRandom in a material that is applied to a Hierarchical or normal Instanced Static Mesh component, there are issues of the value resetting when certain transform operations are ...
Reference to child actor is invalid when compiling the parent blueprint. In this example, when compiling blueprint 'A' the print string result will say that "Child Actor ref is INVALID". However, if ...