A number of "stat commands" such as "stat memory" or "stat collision" are working when used but display the message "Command not recognized: stat memory" when entered. ...
Depth Fade and Fresnel inputs in a Particle's Material will result in the particle not rendering unless Mobile HDR is checked true on an iOS device. Also Reproduced in Main Promotable-CL-2535351 S ...
In the Cloth level in Content Examples, the cloth meshes at display 1.6 (Self Collision) are spinning and are being lifted into the air. This isn't consistent with the same assets in //UE4/Main. ...
The particle system has its initial velocity and its velocity/life in world space. It is expected that the particle's orientation won't influence the particle's velocity. That isn't the case though ...
Entering a whole number value to a float input does not create a ".0" at the end. This was noticed as it causes a small quality of life issue with orphaned pins, where the user can't simply type th ...
This is a regression from 4.23.1 (CL-9631420) where Sequencer just displayed the re-attached binding in yellow text instead of crashing. The user suggests that the deleted actor should be removed fr ...
After enabling Forward Shading that project can no longer operate while "r.LightPropagationVolume = 1" since it will crash immediately. ...
InfiltratorDemo rendering is entirely broken on 10.11.6 using AMD GPUs when the shaders are compiled to byte code using the Xcode 8 Beta 2 toolchain. This does not appear to occur with the Xcode 7.3 ...
See UDN here: https://udn.unrealengine.com/0D5QP00000TtFaV0AV?fromCase=1 The issue is that in FMovieSceneSequencePlaybackSettings, the TickInterval struct is marked with an EditCondition to only be ...
This only happens when 1) Hair Width is very small. e.g. 0.01 in the example 2) Light has raytraced shadow and Samples Per Pixel has a value > 1. e.g. 8 in the example The problem seems to be rel ...