profilegpu should not crash when run on mobile platforms

Platform - Mobile - Apr 15, 2015

We don't have gpu timings on mobile/tiled gpus so we should just print a message that says that is not supported; right now it'll crash trying to run a shader. ...

Physics Thruster has no effect on destruction mesh

Physics - Destruction - Apr 13, 2015

Physics Thruster actor does not affect destruction meshes that it is attached to. ...

Physics Asset loses skeletal mesh reference when skeletal mesh is moved to another folder

Gameplay - Apr 10, 2015

When moving a skeletal mesh from one folder to another will lose the skeletal mesh reference in the Physics Asset. A warning message will appear. Picture attached. James: Do things like FStringAss ...

Translucent Materials do not work well with Depth of Field

Rendering - Apr 10, 2015

Depth of Field do not work well when using a translucent material, even if the material has no opacity set. Image attached as reference. Light brown colored mesh is translucentGray mesh is opaque ...

Editor shortcuts can cause conflicts with input bindings (PINW)

Tools - Apr 9, 2015

Edit MattK: I think the simplest and safest solution to this is to simply prevent all input from leaving a running play in editor viewport. A user wants to bind CTRL key to crouch, and when they u ...

Destructible Meshes will flicker in a Packaged Game

Physics - Destruction - Apr 9, 2015

Destructible chunks will flicker after the DM has been fractured. These chunks will flicker until they are in a sleep state. Using Sensitive Sleep Family will allow this to stay prolonged. Waking th ...

Set Physical Material node in BP do not work with Destructibles

Physics - Destruction - Apr 7, 2015

Using the Set Physical Material for Destructible does not work currently. In comparison with a static mesh physical material will change via key press during gameplay. ...

Support for render targets > 2048

Rendering - Apr 7, 2015

We setup in the RHI the max size of a texture, but hard code the URenderTarget2D to be 2048. ...

Metal - Support 32bit index buffers

Rendering - Apr 3, 2015

Metal is not taking the non-uniform buffer path for GPU skinning. ...