Setting size of GameViewportClient gives different results on Android than in Editor

Platform - Mobile - Feb 9, 2017

Setting size of GameViewportClient gives different results on Android than in Editor OpenGL ES renders with the viewport origin in the bottom left, so that's potentially related to the problem. A ...

Max Draw Distances different in PIE versus Standalone

Rendering - Feb 6, 2017

The Max Draw Distance setting culling meshes at incorrect distances during PIE relative to Standalone/New Editor Window. I was unable to reproduce this in a new blank project using a single cube me ...

Crash when using Mesh Reduction on ScotsPine_01 for LOD3

Rendering - Jan 30, 2017

A crash occurs when trying to use the Mesh Reduction tool for the ScotsPine_01 static mesh from the Open World Demo collection. The assets from this project are usually very processor heavy due to ...

Ice Giant renders black in OpenGL4

Rendering - RHI - Jan 18, 2017

You can also observe this by setting the additional launch paramets for PIE - Standalone game to "-opengl4" and PIE in that mode. ...

Ensure occurs when turning on Vector Fields Developer Flag

Rendering - Cascade - Jan 11, 2017

The editor crashes with an ensure in the output log when Vector Field flag is toggled on in the show options of the viewport. LogOutputDevice:Error: === Handled ensure: === LogOutputDevice:Error: E ...

Editor crash when enabling Distance Field AO Visualization in the Forward Renderer

Rendering - Jan 9, 2017

When forward rendering is enabled along with Mesh Distance Fields if you go to visualize Distance Field AO in the main viewport the editor will crash. This only affects the Forward Render and works ...

Incorrect shading for SubSurface profile in the Blueprint Viewport.

Rendering - Features Teams - Dec 30, 2016

The Subsurface shading looks incorrect in the Blueprint Viewport window. Adjusting the cvar for r.sss.checkerboard from the default value of 2 to 1 looks more correct and a value of 0 switches back ...

Timespan Set in Blueprint Default Not Returning Correct Value

Core - UObject - Dec 19, 2016

Timespan properties created in C++ but set in blueprints are not returning the correct values. ...

Mesh reduction crash with asset imported using FBX Scene Importer

Rendering - Nov 30, 2016

The editor will crash when using Mesh Reduction on an asset imported using the FBX Scene Import options. This same asset will not crash the editor if it has been imported using the normal Import opt ...

USceneComponent::PropagateTransformUpdate could avoid calls to MarkRenderTransformDirty when transform does not change

Gameplay - Nov 16, 2016

From the UDN: "In USceneComponent::PropagateTransformUpdate, even when Transform has not changed, Bounds are updated and MarkRenderTransformDirty is called. I think that judging whether Bounds have ...