Expectations: The samples should only surround the lightmass importance volumes. Imagine if we build a 8K*8K map with lightmap importance volume at the corners of the map, even using stream levels ...
Duplicate slots are being created automatically under the Default Group in the AnimSlotManager. This is causing some problems because it replaces the originally created slot with the duplicate in t ...
The DrawDebugString() function has to versions. One is the actual function to display a string of debug text in non-Shipping builds, and the other is an empty function that is used in Shipping build ...
"There's a bug with the menu where you cant get to the next step (server browser or host) when you have a VR headset plugged and available. The "Next_Btn" button is greyed out on the last step. You ...
If nodes are copy/pasted from a project in 4.7 to a project in 4.8, various nodes will not copy over and must be remade in the 4.8 blueprint. ...
Crash occurs when inputting a Scalar Parameter into the New to 4,8 Grass Node. Also reproduced in Main Promotable-CL-2535351 ...
Continual ensures while playing this user's project: LogOutputDevice: === Handled error: === Ensure condition failed: CurrentDepthTexture [Link Removed] [Line: 650] Stack: UE4Editor-Core.dll!FWind ...
This bug is being entered for integration purposes. This is already fixed in 4.9 Main with one of Lina's changes (CL:2584657). Wanted to try and get this into a 4.8 hotfix ...
UMG clipping requires stencil. Seems like we don't request stencil when creating backbuffer Changing const int EGLMinStencilBits = 0; to const int EGLMinStencilBits = 8; fixes this. ...
Struct array variables interpret multiple Structs as the same if they have the same values. This does not occur if the values in the Structs added to the array are different. Test project in 4.8.1 ...