Issue seems to be linked to Eye Adaptation. Turning it off results in the sphere to be invisible. The attached image shows the output of the editor versus game mode (cooked or -game) This shader w ...
The Debug Focus Plane in the CineCameraActor does not appropriately respond to mouse input and position when the Manual Focus Distance is set using the eye-dropper. Tested in 4.21.2 (CL - 4753647), ...
In Tick processing of LevelSequencActors of World Tick, If you destroy an actor with an actor's ticks, delete it immediately from the LevelSequencActor array. I think that the problem occurred becau ...
Rebinding an action mapping doesn't seem to take effect immediately if the Pawn class used has Pawn.h as its parent class. However this'll take effect immediately with DefaultPawn.h. In addition, th ...
In UE 4.20 we got a feature that let you import a FBX file that contains cameras with a camereaswitcher to create a "camera cut track" within sequencer. From the release notes of 4.20: https://docs ...
When adding a RuntimeVirtualTextureOutput node to a Virtual Texture domain material, the RVT Output node overwrites any data being sent to the normal material node's output, which interferes with th ...
Changing the Anim Class in the Details Panel before Disable Post Process Blueprint can prevent the crash from occurring. Changing the Animation Mode does not seem to prevent this crash. The conten ...
Errors in the log: * Undefined symbols for architecture arm64: * "___isPlatformVersionAtLeast", referenced from: * FMetalResourceHeap::CreateBuffer(unsigned int, unsigned int, unsigned int, mtlpp ...
Clang physx builds in 4.23 seem to be broken due to a change of GuPersistentContactManifold.h including #pragma warning and no longer ending in a new line. ...