Surface Profile Skin shading has some unexpected stripe rendering issues

UE - Graphics Features - Apr 3, 2018

So it looks like the artifact is definitely related to whether sss checkboard is enabled, but I can't reproduce it if enabling checkboard right after open the map, I mean it has to be reproduced aft ...

Moving RecastNavMesh in the level and then toggling Display settings causes the navmesh to move in the level

UE - AI - Apr 2, 2018

If the user moves the RecastNavMesh actor in the level, the navmesh will be offset each time they change a Display setting in the Details panel. ...

Mobile MSAA breaks Modulated Shadows on OpenGL ES 2

UE - Platform - Mobile - Apr 2, 2018

UPDATED DESCRIPTION When enabling Cast Modulated Shadows on a Directional Light and using Mobile MSAA on Android OpenGL ES 2, shadows from the Directional Light do not render when dynamic objects ar ...

Breakpoints in code run later in the frame are still hit after hitting stop at a previous breakpoint when debugging BPs

UE - Gameplay - Blueprint - Mar 30, 2018

We can't prevent code after the stop from being run until the end of the frame, but we should be able to prevent it from actually stopping at those breakpoints if a stop was requested previously. I ...

STAT GPU console command makes the editor unresponsive

UE - Foundation - Core - Mar 30, 2018

Running the stat GPU command causes the editor to hitch for a period of time.  ...

Is Editor Only setting excludes asset from map in packaged builds but does not exclude it from the package

UE - Foundation - Core - Cooker - Mar 29, 2018

Setting an instance of an asset in a level to "Is Editor Only" will cause the asset to not be present in the level in a packaged game, but the asset is still included in the cooked content for the g ...

ResavePackages commandlet with -fixupredirects flag won't update asset references on shared collections

UE - Editor - Content Pipeline - Content Browser - Mar 29, 2018

We currently have two methods of fixing up redirectors: the ResavePackages commandlet and the Fix Up option within the editor. While the editor's option correctly handles collections via FAssetFixUp ...

Leap motion hands stop tracking after regenerating skeleton

UE - Platform - XR - Mar 29, 2018

Leap motion hands stop tracking after regenerating skeleton. When opening the asset "hands_lo" the user is confronted with a message that reads "The preview mesh hierarchy doesn't match with the ske ...

[Feature Request] Light Complexity view mode broken in Forward Rendering

UE - Graphics Features - Mar 28, 2018

When forward shading is enabled, the light complexity view mode just displays black surfaces. ...