Changing the time snapping interval in UMG Sequencer doesn't seem to update the timeline. It appears to stay as though it is being snapped by time rather than frames. This is a Regression from 4.1 ...
The issue is that on iOS devices textures are displaying significantly darker than expected. I did a color calibration with my monitor to get a more accurate representation of the texture. I set th ...
This occurs in //UE4/Release-4.15, //UE4/Dev-Editor, and //UE4/Main Does not occur in 4.14.3 ...
Dynamic Nav Mesh rebuilds incorrectly on World Origin Shift. It must be rebuilding (physics objects, etc) while the origin shift is taking place; then the nav mesh will rebuild at different heights ...
The foliage in the map appears to be unaffected by the changes in view distance. The scalability settings are changing the cvars to the right values but the change is not being reflected on screen ...
An occasional crash occurs when adding a sphere reflection capture to the scene from the place mode panel. This issue has a low repro, but has been seen a couple times. Repro rate seems to be around ...
I'm not sure where to set this value, but it's extremely noticeable when the value defaults to -7 and you go and place a node and it looks like a colorful square smaller than your fingernail. I tri ...
By default, the local motion controller would move remote player's motion controllers as well. Add the following to the beginning of the tick function in the MotionControllerPawn blueprint makes it ...
Had a UDN question from a licensee about full precision not working on Metal. According to Dmitriy, the Mobile / Use Full Precision flag is not being passed to Metal shaders ...
Adding various collision types to a single mesh will cause it to hard crash the editor. No Crash Reporter window will open. Note that this happens with the user's mesh, but I was not able to repro ...