in the function FinalizeVirtualTextureFeedback, the micro "USE_DBUFFER && MATERIALDECALRESPONSEMASK" returns true on mobile forward, while there is no DBUFFER on Mobile forward obviously. This takes ...
Shallow water areas in scenes with exponential height fog will be brighter than they should be. Possibly due to the fog being applied twice in the SingleLayerWater shading model. ...
If some sequencer events are added to LatentAction queue while calling SetPlaybackPostion using Play method, the events will not be digested. So the LatentActions cause that ensure condition failed ...
Licensee video of the issue here - [Link Removed] This can be worked around with this setting: [Link Removed] However it is not a solution as this setting actually causes other programs, e.g. sl ...
When looping the attached sound, there is a noticeable pop on the loop boundary when the codec is Bink that is not heard on other codecs. ...
From observations, this seems to be related to how the mesh selection works, and may be making the pixel under the mouse masked away. Adding a value >= 0.5 between the clamp and the Opacity Mask out ...
When adding text after switching from half-width to full-width input using Microsoft IME, there may be a delay of about 3 seconds before the text can be entered correctly. This is supposed to occur ...
Adding a media track(.mp4/avi) into a level sequence causes the editor to hang when scrubbing the timeline, or enabling/disabling the media track. ...
In 5.4: zooming out far with the mouse wheel after setting the editor viewport to orthgraphic view triggers an ensure: ensure(InOrthoZoom >= MIN_ORTHOZOOM && InOrthoZoom <= MAX_ORTHOZOOM); Th ...
The licensee was not able to make static meshes with the correctly disabled sections from a skeletal mesh in the current implementation of the "Make Static Mesh" button in the editor. They have prov ...