After enabling forward shading materials with their decal response set to "normal" have incorrect shading. In the example project there are many pointlights and their specular highlight doesn't disp ...
Alembic geometry cache doesn't import every frame when importing large frame ranges. Specifically when they don't start at frame 1. [Link Removed] ...
When using Capsule Indirect Shadows for Skeletal meshes who have their ILCQ set to Volume, and loading a SubLevel with it's actors not within the current camera's view, the indirect lighting is blac ...
Incorrect collision of merged actor that was merged from a Spline Mesh Component Licensee description: We often use spline mesh blueprints to generate organic art for us, like roots, trees, and r ...
The Editor on Mac does not recognize plugins that are added to a code project via symlink (the plugin code is located somewhere other than in the project's Plugins folder). Xcode properly recognizes ...
A customer has had problems running a game with a splash screen when passing -game flag to the editor. UpdateSpashScreen will call GetCurrentFrame, which can return a nullptr but fails to verify it ...
When using a SceneCapture2D within blueprints (as a component or actor blueprint) and moving the blueprint around while placed in the world (Capture Every Frame and Capture on Move enabled). The mem ...
Information loss when merging actors such as cast shadow and collision. If one of the actors being merged has a different setting such as not casting shadows. This information will be lost and repla ...
The problem is that windows supplies both a touch event and a mouse event for each touch. The engine then handles touches as mouse input so that UI elements can work correctly on touch platforms. ...