Since Gamepad input works without needing focus (which was added in 4.9 with [Link Removed]), a Gamepad's input will also affect all instances running on the same computer. Regression?: No This occ ...
There seems to be a noticeable difference with the temporal AA sharpness in 4.13. This was confirmed by setting Temporal Sample count and sharpness with the same settings in a 4.12 project. A side b ...
Visibility of World Outliner doesn't affect skylight. But it affects other kinds of lights like Point Light, Directional Light. I found that USkyLightComponent::CreateRenderState_Concurrent() doesn ...
This issue is related to [Link Removed] (which was fixed). However if the user creates a new actor and then adds a static mesh they can end up with permanent holes in their nav mesh. If the user tog ...
In the Preview Scene Settings, adjusting the Lighting Rig Rotation setting manually doesn't affect the lighting. It only affects the sky. ...
A few users are reporting on the Answer Hub and in the Forums that they are getting the following error in their output logs: "Error Provision not found" even though the provision is present and va ...
When migrating project from 4.12.5 to 4.13, Blueprint functions can lose input/output variable links. ...
After slicing a procedural mesh, the cap on the sliced end does not seem to be affected by lighting. This can result in the end looking dark. ...
Animation assets have different amounts of frames between 4.13 and 4.14 ...
Found on: //UE4/Dev-VR CL-2967563 Screen percentage post process volumes affect rendering on the OSVR. It also renders incorrectly when affected. The incorrect effect has been logged as [Link Remo ...