User report: I want to run iOS shaders with half precision floats as I do on Android. If I disable Force 32 bits Floating Point Precision, there are unfortunately a bunch of shader compilation error ...
We've worked out at least a possible way this can occur from using uninitialized AnimatedNormals values when changing LODs. Ensuring all AnimatedNormals are initialized appears to fix the problem. ...
Under certain network emulation settings, it looks like outgoing packets from the client will be dropped in groups (around 4 or more packets at a time) rather than individually. This leads to the ac ...
This issue is caused by the "File > Favorite Levels" menu only showing up if there are 1 or more recent levels. Once that list is cleared, the "Favorite Levels" menu is never added to the "File" men ...
The base color is brighter on Nanite meshes than non-Nanite meshes when GBuffer Format is set to "Force 16-bits per channel" (r.GBufferFormat 5) even though the meshes are using the same material. ...
The Niagara preview viewport seems to be fixed at a 30fps update time, which makes it difficult to fine-tune short lifetime FX. It would be good to either have options for viewport max fps, or for s ...
The environment geo is getting in the way and the particle's wireframe outline is the same color as the environment. A current workaround it going to the Preview Scene Settings and turning off the e ...
It is possible for the while loop in UnrealEditor-SubobjectDataInterface.dll!USubobjectDataSubsystem::GetActorRootHandle(const FSubobjectDataHandle & StartingHandle) Line 815 to not terminate when ...
The priority display does not correctly reflect the set priorities of sounds when they are not being attenuated or when Bypass Volume Scale for Priority is Enabled. If a sound is attenuated and scal ...