When applying a Post Process Material Instance as a blendable element in a Post Process Volume with the blend radius set higher than 0, the post process will blend the Master Material's inputs with ...
Planar Reflections seem to be inverted on mobile devices. The angles seem to be off too. ...
When utilizing World Position Offset on Landscapes, the VertexNormalWS only pushes vertices in the vertical direction. Even if you are to sculpt an aggressive slope on the landscape, the vertices ar ...
Using Shader Model 5 and tessellation on Linux gives strange results that are not present when used on Windows ex: 1) When using Shader Model 5 on Linux, turning on Translucent blend mode and Tesse ...
When using Precomputed Visibility in conjunction with HLODs and translucent materials without them culling actors occluded by the translucent material. The example gif attached shows that the base ...
Undo when modifying a single channel causes Entire Actor track to be selected. This is problematic when you're trying to modify just the X, Y, or Z channel in the Graph Editor. ...
When spawning multiple characters in a dedicated server, the first client will spawn under the map and be unable to move. See Zak's comment at bottom of thread. ...
SetGamePaused documentation states that it returns "whether the game was successfully paused/unpaused." This seems to imply that a return value of true means either the game was paused and was unpa ...
Crash when using save all, when there is a 3D widget on an invisible sublevel ...
When changing a packaged game from Fullscreen to Windowed mode at runtime, the window is placed in the top left corner of the monitor and the title bar disappears. Setting FullscreenMode=2 in the G ...