Seems when an expression output is swizzled (Typically via component mask) we lose the ability to track if the value is constant. This causes the IsPropertyUsed check to fail, potentially falsely ac ...
Skeletal meshes do not simulate physics when playing in viewport. They are not affected by gravity, nor do they ragdoll. This doesn't occur in UE4/Main. This occurs with Immediate Mode Physics of ...
When a certain kind of mesh is loaded/unloaded at runtime from transitioning levels, the amount of unfreed memory of the game will steadily increase. There is some natural fluctuation of memory but ...
The following error appears multiple times when compiling the editor on Mac:Undefined symbols for architecture x86_64: "NvClothDestroyFactory(nv::cloth::Factory*)", referenced from: FC ...
Crash occurs launching the editor on Mac. ...
The editor will freeze when adding an element inside of the HTML5 Devices section of Project Settings. When the editor is relaunched, the element that was attempted to be added will be present in ...
Modulated Self Shadow is only ever disabled and enabled for Skeletal Meshes and does not have any effect on Static Meshes. You can use the command r.Shadow.EnableModulatedSelfShadow 1 to enable self ...
FDefaultGameMoviePlayer::Tick() calls FAsyncLoadingSplash::GetSplash(), but FDefaultGameMoviePlayer extends from FTickableObjectRenderThread, and FAsyncLoadingSplash::GetSplash() has check(IsInGameT ...
Appears some Android OpenGL drivers are not preserving the texture filtering when changing render contexts. Added saving and restoring it in context cases. ...