When rendering out the Buffer Visualization Targets with the HDR setting on, the resulting Scene Color EXR is rendering significantly washed out compared to the Buffer Viz. in the Editor and if comp ...
When using a Physics Asset with 4 or less physics bodies the flag for Start Awake cannot be disabled, even if unchecked, when Simulate Physics is set to true. I've attached a project with assets f ...
The editor becomes unresponsive as the log becomes filled with Perforce logging ...
Attempting to change the Weight of a Weighted Blendable at runtime via the Level Blueprint leads to a warning generated by the Make PostProcess Settings node:Warning Blendables - the native proper ...
When using a media texture asset the video will run fine when playing in the the headset, but if you look the opposite direction the image fills the screen and splits in half. This is reproducible ...
A user reported that FBodyInstance::GetBodyBounds() fails if RigidActorSync is a PxRigidStatic. They stated that it returns uninitialized data because PxRigidStatic does not subclass PxRigidBody. ...
Difference in force on an actor on a client in a dedicated server scenario between PIE and Standalone. Tested in 4.10 and 4.11. Test project attached. ...
When you push a mobile targeted project to the Nexus 6, the rendering is all sorts of wrong. When you hover over to where the items are, the screen goes black. There is also a large black or cyan sp ...
Creating a C++ class based on actor and adding components to it will build successfully and work as expected. However, creating two child blueprints of a parent that is based on that C++ class and p ...
Setting ComponentTick as a Hide Category in an Actor Component Blueprint corrupts the BP and causes a crash when opened after an editor restart. [Link Removed] Reproduced in 4.9.2 binary, 4.10.0 b ...