Unreal Engine should support haptics on gamepads on iOS and tvOS [Link Removed] [Link Removed] ...
Setting r.MaxAnisotropy by console in editor has no effect on texture sampler's MaxAnisotropy. If the startup value of r.MaxAnisotropy is 8, then the MaxAnisotropy is always 8 no matter how r.MaxA ...
When attempting to change the option for Two-Sided Material for a Material Instance, the option is initially greyed out and you cannot change the value. However, if you close out of the Material Ins ...
See linked UDN for more details and a sample project reproducing the issue. The issue seems to be that the object's archetype doesn't have any changes made to the array in PostLoad, so the shadow st ...
See linked UDN for more info. There appears to be an issue with mismatching parents when copying causing this to fail. ...
"Win and Up Arrow" is shortcut for changing to fullscreen mode, but it does not work properly before clicking window or change input mode to UI or GameAndUI. probably, Win API caused this issue, an ...
This might be a bug or by design which needs to be handle by certain pipeline (OCIO?), but it's quite confuse that such big difference compare the images rendered by MRQ to those seen in Editor view ...
I have not entirely ruled out any issues with the imposter material in the repro, there's a chance this is related to the normal rotations, but turning off distancefields entirely does fix the issue ...
Replicated actors wait until initial replicated properties are read and applied to call BeginPlay (from PostNetInit), and this is usually where the actor's components have BeginPlay called as well. ...
You can use the "Spawn Emitter Attached" function as a work around ...