Planar Reflections only work with a single surface or limited surfaces when it's a single mesh vs multiple meshes making up the piece. Attached is a sample project that will show the issue. Level ...
The Heightfield from DFAO when playing in Standalone or a packaged game has darkened shadow artifacts for the level. Workaround: Use r.AOGlobalDistanceField 0 to disable the Global Distance Field. ...
When we do the refactor for MeshDescription we miss the staticmesh reduction project settings option and change only the quadric reduction. There are two possible fixes for this issue: 1. Implemen ...
Found on: //UE4/Dev-VR CL-2967563 About 1/6th of the time I'd start a -game instance and go in to stereo on the OSVR, the game would seemingly just close itself. I say close as opposed to crash, si ...
Context Sensitive searches in Widget Blueprints is not working as expected in 5.1. I was able to reproduce this 4/4 times in 5.1, and confirmed that this issue is a regression as the search works as ...
The Blueprint_Effect_Explosion Actor's Root Component in the Starter Content is in some form of invalid state. It reports to have a scale of (1.0, 1.0, 1.0) in the details panel but further behaviou ...
If an actor component contains a TArray of instanced objects, some of those object instances can get incorrectly invalidated and marked for garbage collection in certain situations, possibly resulti ...
The licensee wants to record the same number of frames as the animation in "Content/TakeRecorder_test/Grayman/anm/". I thought that increasing the number of frames by 1F on Sequence would solve the ...
First of all, I'm not sure this is an issue with UE4, but I'm not familiar with Blender to rule this out. A user has reported an issue when importing a Rigged mesh from Blender it will add an addi ...
Attaching / Detaching a blueprint actor to a player in a network environment causes location errors when the detach occurs. Even without the attach events being replicated or the blueprint's movemen ...