When a LocalFogVolume is used with ExponentialHeightFog, it does not correctly fog translucent objects. ExponentialHeightFog and Volumetric Fog from a LocalFogVolume both correctly occlude transluc ...
Tested in //UE4/Release-4.27 CL#18319896 Ray Traced Translucency causes artifacts when rotating a Static Mesh in the 'Open World' level when moved far away from the center of the map. The Artifacts ...
This occurred with both Development and DebugGame build configurations. In the game's console I tried both "quit" and "exit" and reproed the crash. The crash also occurs via Alt + F4 or closing vi ...
An Actor with Run Construction Script in Sequencer set to true doesn't render out correctly with Movie Scene Capture or Move Render Queue. While previewing the Sequencer the actor moves as expected. ...
When a code class deriving from WheeledVehicleMovementComponent is created in a Vehicle Advanced template project, the user is required to include a constructor for the FWheelSetup struct in Wheeled ...
This ensure has occurred with some frequency in the 4.14 and 4.15 releases, and has been reported in the linked UDN post. Though this Jira links to one specific CrashGroup in CrashReporter, there a ...
After Seamless Server Travel, the Client cannot move the character or see the Server character. On the Server, the Client character appears to be falling in place. Tested in both first and third per ...
When a material with WPO effects and MaxWorldPositionOffsetDisplacement is applied to a foliage mesh, foliage applied to a map will no longer work as expected with density scaling, especially after ...
Generated from CrashReporter user's comment: Everytime I press "Play" in this specific project, the program crashes ...
The order of passes related to Decal rendering (without the DBuffer) and CustomDepth is changed by the CVar "r.Lumen.AsyncCompute", even when Lumen is not enabled. This causes Decal Materials that ...