When calling a post process blendable to the screen using the CameraVectorWS input data, only the geometry is effected and not the screen space. Note I sent an email out about this issue, and it ha ...
Widgets called to the Viewport with Fullscreen enabled, will eventually cause artifacts to appear on the edges/borders of the screen. There is currently a forums post with multiple users reporting ...
This Jira was created from CrashReports submitted by the public due to the high number of occurrences. Error message: Assertion failed: Index >= 0 [Link Removed] [Line: 401] Source Context: 215 ...
Vignette seems to be being applied to the entire frame instead of each eye in stereoscopic, creating a really strange effect in your peripherals when viewed through a HMD. Can also see this effect i ...
From AnswerHub: Under OS X 10.11.4 using Metal on an AMD FirePro D700, captured video using the editor's built-in video capture tools is black. It doesn't matter if I attempt to capture images or v ...
After editing character blueprint of a code based side scroller project, starting PIE will show the camera detached from the character and exiting PIE causes the project to crash. NOTE: This appear ...
User is trying to use SET_WARN_COLOR to highlight lines in the output window, but it's not working. ...
Please see attached UE4_anim_interp_bug.fbx for a second example. This works as expected in 4.7 and 4.8 I've got a couple different users reporting this now. I suspected animation compression to ...
Using a recursive line trace function to populate the IgnoredComponents array does not properly identify each component of a destructible mesh to be ignored. ...
Decals are not spawning correctly when spawning based on a rotation value from the hit normal. There is a difference in how this is handled from 4.10.4 to 4.11 and even 4.12. See attached image fo ...