sRGB setting results in difference in Sprite Look compared to Texture Editor

Rendering - Jan 16, 2015

User is reporting an issue with the preview of a Sprite and its rendering in game differing from the Texture Editor based on sRGB setting. With sRGB = True: [Image Removed] With sRGB = False: [I ...

Editor crashes when attempting to doubleclick static mesh in content browser

Rendering - Jan 16, 2015

Edit: Fatal error: [Link Removed] [Line: 1467] Couldn't find Shader TShadowDepthVSVertexShadowDepth_OutputDepthfalse for Material Resource M_Base_Advanced_blend! With VF=FLocalVertexFactory, Platf ...

Lighting Build fails with World Settings Error

Rendering - Jan 16, 2015

Lighting Builds seemingly successfully but produces a Map Check Error for World Settings. There are several things that can be done to "eliminate the issue" and I have separated them into different ...

Bloom artifact showing in splitscreen settings

Rendering - Jan 15, 2015

There is a bloom artifact at the top of the bottom player's screen. ...

Light Source Angle Input disabled when switching to static light on directional lights

Rendering - Jan 14, 2015

If the directional light is switched from stationary to static, the Light Source Angle Input option is disabled in the details pane. ...

Crash with FBX with LODs when distance fields and Generated Lightmaps are enabled

Rendering - Jan 12, 2015

DESCRIPTION: When importing a mesh with 1 or more additional LODs when Generate Mesh Distance Fields has been enabled via the Project settings will cause a crash if the import options include using ...

Emitter Delay Range will only recalculate each loop when Emitter Duration is checked True

Rendering - Jan 12, 2015

To have a Particle System use an Emitter Delay Range that is chosen on each loop of the emitter, you must have under Duration, Duration Recalc Each Loop set to True. ...

Greyscale Textures look in Texture Editor do not match Material Editor or Final Results

Rendering - Jan 9, 2015

Greyscale image compression and sRGB settings are rendering different results in the Texture Editor versus the Material Editor and in game. Texture Editor (sRGB = True, Compression=Greyscale):[Imag ...

Looking at several BPs during play, that add multiple static meshes in construction script, drops the FPS

Rendering - Jan 9, 2015

Looking at several blueprints during play, that add multiple static meshes in their construction script, drastically drops the FPS. As a workaround, I suggested to the user that he should use Insta ...

sg.ResolutionQuality command doesn't work

Rendering - Jan 9, 2015

Using the sg.ResolutionQuality command in code or the console has no effect in 4.6.1 or 4.7. ...