When scaling the viewport window using the Maximize/Minimize viewport option, the post processing effects applied to the screen do not scale properly. This issue seemed trivial at first, as the use ...
Expanding a macro that passes a struct with split struct pins to a function causes internal compile errors. Attaching sample project, can be recreated with steps above. ...
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When using instanced meshes in a Blueprint or in foliage tool the indirect lighting cache will not correctly light these meshes. I've include a sample project with map to demonstrate what the lice ...
When using full-screen mode on a optimus laptop the gama that is set for the system appears to be ignored and uses the default setting, even if it has been adjusted in Windows display calibration se ...
If the user creates a widget blueprint and adds an image with transparency the image will appear slightly darker when launched in HTML5 (firefox nightlie in this test) ...
Decal Fade Out does not cause decal to fade as expected. Instead, after the delay and fade time, the actor is destroyed with no noticeable fade during this time period. ...
With CircleDOF enabled artifacts will occur when getting close to a translucent plane with an object behind it. This does not occur with any other DOF method or if "Render After DOF" is disabled in ...
If an image is added to a UMG widget with a material applied to it. It will no longer show up in the viewport if a text block is added to the same widget (above the material via the Zorder). ...
When using a Nav Modifier volume with a custom Nav Area class, the Nav Mesh is not being affected until the editor is restarted. Found in 4.11.2 binary. Reproduced in 4.12 Preview 1 binary and Main ...