When changing the rendering Frame Buffer Pixel setting from "10 bit RGB 2 bit alpha" to "Float RGBA". The Editor's UI will change. (Please see the attached screenshots for comparison) ...
When building UE 4.23 from source using VS 2019, there are compile errors when building the Targets DebugGame Client and Development Client. Note that Debug Client builds successfully. The errors ar ...
Materials with mask and pixel depth offset appear to be empty in Shader Complexity viewmode in SM5. Both happens in material preview and world viewport. [Image Removed] Works fine in ES31. [Ima ...
Blueprint actors do not having their states properly restored when only sequencer edits are allowed. The licensee has noticed that the USceneComponent* is different after edit in FComponentTransform ...
Attempting to set the collision of a component to NoCollision while the actor's collision is disabled will prevent the component's collision from changing. This is because of the early exit in UPrim ...
Licensees are reporting app rejections from Apple with the message "Your app includes TrueDepth APIs. However, we were not able to locate any features in your app that use TrueDepth APIs." ...
When using a sub anim instance, the instance will continue to update/evaluate even when its value is not currently contributing to the final pose. ...
When attempting to get the vertex color of an instance of of a static mesh that is painted after placing it in the World Viewport. The Editor crashes returning an "Unhandled Exception". The cause o ...
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. ...
Creating a static mesh from a procedural mesh does not preserve simple collision or collision settings. ...