Due to the changes made to subsurface profile (implementation of full resolution skin shading) it now renders white or with heavily faded base colors under certain conditions. In this case it is wh ...
Crash when element is added to a map variable with unhashable key. An error is thrown on compile but an element can still be added under the Details panel of the variable. Crash Reporter: [Link Rem ...
When using PerInstanceRandom in a material that is applied to a Hierarchical or normal Instanced Static Mesh component, there are issues of the value resetting when certain transform operations are ...
If you scrub past an animation with keep state, and scrub into an animation with defaults everything is fine. When you scrub back to the animation with keep state, the animation breaks, until there ...
Color space conversion in the UI composition is incorrect on DX12 HDR. In the main() function In CompositeUIPixelShader.usf, you can see the following color space transform.// sRGB -> RRT -> ODT ...
When mesh reduction results in a section becoming empty, the material slots are incorrectly assigned. e.g. if section 0 gets removed due to it having no triangles after reduction, then its material ...
Various licensees are reporting data loss on load due to the change that was made for [Link Removed] in which we now defer Blueprint CDO construction on load until the finalization phase. This issu ...
Extracted Sprites are offset when importing a non-power of two sprite sheet, padding it to a power a two mode, and then using the extract function. You can see this offset clipping of the extracted ...
When using a calculating the distance between the Absolute World Position (Including Material offsets) and a set Vector value, the correct value appears rendering to a texture's UV in PC Mobile Prev ...
This is one of the top Mac crashes occurring in 4.16. Caused by adding Auto Convex Collision to a mesh converted from a brush. Does not occur on Windows. User DescriptionsI was trying to add a conv ...