There seems to be a noticeable difference with the temporal AA sharpness in 4.13. This was confirmed by setting Temporal Sample count and sharpness with the same settings in a 4.12 project. A side b ...
Post processing has stopped working for the majority of features in the settings. attached: Project download: [Link Removed] ...
When adding a child actor component to a Blueprint with the Parent Class set to one of the new Water classes and then placing it in the world, the project will crash on open. This was tested with th ...
HTML5 packaged or Launched On games are not keeping settings to the ScalabilityQuality.X when deployed to Chrome 64 or NIghtly Build. Project for Repro: [Link Removed] ...
Audio spatialization no longer occurs when Non-Spatialized Radius is set above 0 in a sound actor (instance or in a sound cue). I could not reproduce this issue in UE4/Main. ...
When a nanite-enabled mesh with multiple material slots has a masked material applied, nanite may erroneously cull clusters that are still visible. ...
The common animated switcher will currently flicker for one frame when its transition animation completes if global invalidation is enabled. This appears to be caused by a visibility change (HitTest ...
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 ...
In UE4.11p6, previewing Nav Mesh in DX12 Mode causes Editor to crash. ...