Flickering occurs when using the Post Process Ambient Occlusion (Screen Space AO). This is more noticeable when using stronger values entered into the AO fields. I checked these settings in both 4 ...
When several Hierarchical Instanced Mesh Components are spawned and then their transform altered on tick, the log is spammed with the message: LogStaticMesh:Display: Discarded foliage hierarchy of ...
Using Ctrl+Drag in 4.8 will not affect the location of selected actor if the viewport camera is facing away from selected actor. In 4.7.6 the actor would travel along the X axis even if the camera ...
This is something that needs to be solved at the color track level in sequencer, we need to be showing current values in place of 0,0,0 for the things that are not animated. When animating just the ...
The bug users reported in the attached thread is the one we talked about earlier that results in Gameplay Debugger hijacking the Canvas and not allowing anyone else to print on it (most notably the ...
Cannot change the when pressed sound for the style of a button in umg via the set style node. Reopened after the report from: https://udn.unrealengine.com/questions/273621/setting-widgetstyle-for- ...
DBuffer Decals are rendering on top of Hierarchical Instanced Static Meshes despite being placed in the world behind the meshes. Also Reproduced in Main CL-2646357 and Releases 4.9 CL-2641818 [Ima ...
When using the Landscape Grass Type and using a Static or Stationary light will throw the 'Lighting needs to be rebuilt' warning. ...
Lighting will build indefinitely in certain circumstances and can be verified in Swarm Agent that it will continue to process the maps even though the log shows it has completed. This is happening i ...
After creating a new HUD blueprint class and calling it to render a translucent material, the material does not render at all. This is not the case with any other Blend Mode when called to render to ...