As a blooming object (the sun in this repro case) leaves the view via the top-edge of the screen, some noticeable banding occurs. Happens in both PIE and -game. Found on: //UE4/Main CL-2991400 //U ...
Enabling Light Shaft Occlusion causes exponential height fog to render incorrectly at certain viewing angles in stereoscopic. This does not reproduce once light shaft occlusion is turned off on the ...
When the default click trace channel is set to something other than ECC_Visibilty, the editor does not take the change into account when determining which channel is being blocked. Download link fo ...
Can still interact with gameworld / game objects ...
It appears two shadows are created when building static lighting for Landscapes. One seems to be offset while the other is accurate to the angle of the light source. I tested this in 4.9.2, 4.10.4, ...
When painting Vertex Colors on a mesh, and enabling the 'Emissive for Static Lighting' option, the painted colors are not passed to surfaces receiving the emissive static lighting. The regular emis ...
In ShooterGame, the thumbnail for the HeroTPP_AimOffsets blendspace asset has a distorted mesh. When the asset is opened in Persona, the mesh is fine. I haven't seen this issue with other blendspa ...
Asset selection menu tooltips can overlap the dropdown menu. It is using the Content Browser tooltips, which attempt to go down and to the right of the menu. However, if the menu is close enough t ...
As of 4.9 Dynamic Indirect Lighting with Light Propagation Volumes should be supported for Spot Lights. This does not appear to be the case for several versions that I could see. Using the methods o ...
When testing networked multiplayer with two controllers, if the server window (editor) has focus, controller 1 controls the server character and controller 2 controls the client character. If the c ...