If a material contains a Texture Sample node with Sampler Source set to Shared:Wrap or Shared:Clamp, setting r.MipMapLODBias will have no effect on the blurriness of the material. Regression: No - ...
Mark S: This is an Intel compiler failure on macOS 10.12.6. Callstack from LogAssertion failed: [File:/Users/build/Build/++UE4+Release-4.18+Compile/Sync/Engine/Source/Runtime/Apple/MetalRHI/Privat ...
Blutility buttons are broken if graph is edited while panel is open. User reported bug Video repro attached ...
Trying to package a Client version of a project using Visual Studio 2017 currently fails. Packaging a Client version of a project using Visual Studio 2015 completes successfully. Alternate Steps to ...
When packaging a resized structure array it changes the array value to a large incorrect number. Testing the struct in PIE yields expected results. ...
When the CharacterMovementComponent makes the transition from falling to walking, it retains the forward velocity it had while falling. When the character lands on the moving object, its new velocit ...
When using WorldComposition and building LOD for a sublevel, textures of generated Landscape LOD are not correct when the project has forward rendering enabled. The issue is that the material gener ...
Delete an SKM asset Import the original fbx so that a new SKM asset is made in the exact same location in the content browser Apply some metadata tags or confirm that the asset imported with fbx m ...
When the Sample Rate of the Audio Mixer or device is not 48kHz, the Ladder Filter output is not correct on PIE. It is Silent at 20000Hz, and other frequencies also sound wrong. ...
When the Sample Rate of the Audio Mixer or device is not 48kHz, the Biquad Filter output is not correct on PIE. It is Silent at 20000Hz, and other frequencies also sound wrong. See [Link Removed] ...