The flicker is visible in Epic scalability as well, it is just smaller on screen because the fog voxels are smaller (r.VolumetricFog.GridPixelSize). ...
Contrary to the linked UDN question, this doesn't seem to require the actor to be replicated. The problem is that when UWorld::DuplicateWorldForPIE is called for a PIE client instance's persistent ...
When a shadow casting light is closer to the groom than some proportional amount the groom is away from the shadow catcher, the groom's shadow will disappear. This only occurs using VSMs. Raytraced ...
DoesSocketExist always returns false for Sprites in a Flipbook, whether there is a socket on any/all of the Sprites or not. Note: GetSocketLocation seems to work fine, indicating that it is reading ...
If a Material Parameter Collection with a Scalar Parameter is used within a material and that material is called within a widget the scalar parameter will render with a 0 value, even when set to ano ...
Changing the name of a newly-created folder that contains a few copies of the same map causes a crash in the Landscape Mountains project. This crash did not occur in a clean First Person project wh ...
When restarting the editor the viewport will have its Allow Cinematic Control flag reset to true. ...
Disabling collision of an actor after an overlap event will cause the event to fire twice This is working properly in 4.10-2674146 User Description: Calling on "Set Actor EnableCollision" or "Set ...
Importing an FBX to the editor on Linux with "Generate Lightmap UVs" checked to true will override UV Channel 0 rather than creating the lightmap on a seperate UV channel. ...