Cull Distance Volumes not functioning while in Viewport

Rendering - Jan 7, 2016

Static Meshes are not being visibly culled within the bounds of a Cull Distance Volume, until the user presses Play in Editor. I attempted to locate a visualizer or show flag within the viewport or ...

Particles: SetFloatParameter not always having an effect

Rendering - Oct 7, 2015

A licensee is trying to use Distribution Float Particle Parameters for the Noise properties of a Beam Particle. When trying to change these parameters in a Blueprint, some work, others don't. When ...

Engine Crashing with AMD R9 2 and 3 Series Cards

Rendering - Sep 23, 2015

Multiple users are reporting crashes in the Engine when using an AMD R9 380 and 390 series cards. There was a request to have these cards added to compat lab for testing, but have not heard any upd ...

Static meshes aren't outlined when selected in Preview Rendering HTML5

Platform - Mobile - Aug 3, 2015

When previewing Mobile rendering in the viewport, the outline around static meshes isn't rendered. This does not occur with BSP. ...

Investigate Tessellation Performance on Landscape

Tools - Landscape - Apr 22, 2015

I have been seeing a few answerhub threads about very low performance on tessellation with landscape. What is puzzling is that it does not seem to change performance whether low or high tessellatio ...

Unable to import GrayScale Textures

Tools - Import - Nov 7, 2014

Reported by Twitter user, "Does #UE4 seriously not support importing greyscale textures anymore?" ...

CPU Collision is being offset on Z

Rendering - Sep 29, 2014

DESCRIPTION: Collision's on CPU Particles are incorrectly being offset on Z by several units [Link Removed]https://answers.unrealengine.com/questions/105202/mesh-particle-collision-bug.html EDIT: ...

Reimporting creates new Material Slots instead of overwriting.

Tools - Import - Jun 25, 2014

CHANGELIST: 2114974 BRANCH: UE4 - Main DESCRIPTION:                              Using the Reimport LOD1 drop down in the Static Mesh Editor will create new material slots each time instead of ove ...