Foreword: Even if the behavior described here is by design, it is rarely (if ever) expected or desired. This was discussed and agreed to be treated as a bug. Explanation below. When interpolated sp ...
If you apply a material that uses World Aligned Blend to an instanced static mesh, it will display differently than an non-instanced static mesh with identical settings. They only look identical if ...
User reports this work correctly in 4.24, but now no longer works as expected in 4.25.I don't have a clear CL just yet, marking unconfirmed. If you change the settings to use ES3.1 Preview and just ...
The Orientation setting in the editor for Android phones does not respect the user's settings. Despite "Auto-rotate" being turned off, the orientation of the UE4 app will change if it is set to do s ...
When setting the alpha scale bias for a blend node in the AnimGraph, if you set the values so that the difference is greater than 10, the values will not enter as whole numbers (see image.) ...
In 5.0, the mobile depth of field settings were correctly reflected when running standalone. However, in 5.1, the DOF doesn't appear to be working correctly and the focus is off, causing a blurry im ...
Build: 4.2.1-2101290 Description: Currently, precomputed visibility volumes do not seem to alter occluded primitives, nor do they show visibility cells when r.ShowPrecomputedVisibilityCells 1 is en ...
No user comments in crash group. Similar callstack in [Link Removed] but that is a crash and this is an ensure. 701 if (ReflectionSceneProxy && ReflectionSceneProxy->RenderTarget) 702 ...
“FX.TestGPUSort” fails on both PC Editor and Android with Vulkan RHI. ...
Setting the values for Fringe Saturation within the Post Process Volume does not seem to have any visual change. The documentation suggests that changing the Fringe Saturation will either increase ...