Discrepancy in rendering between Perspective and Orthographic Viewports

Rendering - Nov 20, 2014

Perspective and Orthographic views render differently. Ortho views use a tonemapper with no gamma. ...

Importing User Camera FBX into Matinee in Matinee Fight Scene Crashes (UE4Editor_Renderer!CalculateShadowFadeAlpha())

Rendering - Nov 20, 2014

Importing user provided Camera FBX will crash on closing the Matinee window in Matinee Fight Scene level. I cannot reproduce a crash in a blank project with this asset. Attached: Crash.zip - Inter ...

Post Processing continues to affect Sprites after project setting defaults are disabled and all volumes and cameras' settings are disabled

Rendering - Nov 19, 2014

After disabling the defaults in Project Settings > Rendering > Default Postprocessing Settings, disabling all GlobalPostProcessSettings volumes, and setting the Post Process Blend Weight in the play ...

"If" node in material editor still reads ">=" input, it should read ">"

Rendering - Nov 18, 2014

In the Material Editor, the "If" node recently received a change for an input which now registers as ">" instead of ">=". This node still reads ">=" for that input. ...

Skeletal Mesh with Tessellated Material causes Excessive Blur

Rendering - Nov 18, 2014

With a Tessellated Material, either Flat or PN Triangles, applied to a Skeletal Mesh when playing, the Mesh has excessive blur when in motion. If you use the same material and turn off tessellation ...

Editor Crashes when attempting to copy/paste nodes in Material Editor

Rendering - Nov 18, 2014

UPDATE: 1/8/2015 Crash Reporter: [Link Removed] Callstack: <unknown module>! KERNELBASE!RaiseException() <unknown module>! UE4Editor_Core!FOutputDeviceWindowsError::Serialize() <unknown module> ...

InstancedStaticMesh instances fail to render on a mobile device

Rendering - Nov 13, 2014

When a project with an InstancedStaticMesh is used in a level, the static mesh is failing to render on a mobile device Tested on a nexus 5 and an iPad air OS 8.1 ...

Instanced Static mesh does not LOD at the same screen distance as standalone mesh

Rendering - Nov 11, 2014

DESCRIPTION: When using instanced static mesh component in a blueprint that has LODs the normal distances for LODs are not reflected for the instanced static mesh component. AH Post: https://answe ...

Setting fullscreen resolution while playing in Windowed Mode

Rendering - Nov 11, 2014

When launching/playing a game in windowed mode, the lower resolution settings remain when using the command "r.setRes 1920x1080f." The user is saying for example if he runs the command "r.setRes 64 ...

Post Process Ambient Cubemap Tilted

Rendering - Nov 11, 2014

User imported a custom image in the correct format to be used as an Ambient Cubemap within the Post Process Volume. Enabled detailed lighting mode by pressing Al+5 and the image has been tilted/of ...