The stationary light overlap view mode doesn't work properly in the forward renderer. Everything gets a red highlight making it impossible to see overlap. Images attached. ...
See https://udn.unrealengine.com/questions/357951/stereo-panoramic-plugin-artifacts-in-415.html Seems to be a major regression from 4.14. ...
Was created from CrashReports submitted by the public due to the high number of occurrences. Descriptions from users are provided below. Error message: Assertion failed: Mips.Num() > 0 [Link Remov ...
A user is reporting that the X axis rotation appears to only rotate based on the object's relative rotation, and not rotate based on the world rotation, even when using Set world rotation. For test ...
When a material is utilizing emissive color, separate translucency, and the project is using MSAA the material will give off intense bloom to the point of flashing the screen. [UPDATE] After addit ...
This crash seems to be related to or a continuation of [Link Removed], where that specific CrashGroup stopped receiving new crashes after the 4.10 release. This one has occurred from 4.13 - 4.15 (s ...
Meshes that have a material with a DistanceToNearestSurface node applied can not be selected in the viewport. They have to be selected in the world outliner, and even then they don't have an outline ...
Possibly a missing event handler. Note this might be swap-chain related but should also hit other cases if possible, e.g. HDR display detection currently only occurs on device init. ...
In my case using MSAA with thick exponential height fog in the map will cause thin horizontal lines where the fog has no effect. The artifact only appears at certain view angles you may have to lo ...
After taking a high res screenshot with a planar reflection actor in the scene the engine will experience a permanent performance hit relative to the resolution of the screenshot. For example if you ...