When loading a mesh asset (static or skeletal) created in an old version of Unreal (e.g. 4.10), any LOD whose LOD screen size was originally set to 0, is converted to 1. This causes LODs that would ...
When DirectoriesToAlwaysCook is placed in a platform-specific configuration file, the cook process does not read that entry when cooking content for that platform. The editor is aware of the platfo ...
GeometryCollectionPhysicsProxy::FieldParameterUpdateCallback() not removing invalid Commands, leading to performance issues. The licensee has provided their analysis: We seem to have stumbled acro ...
Context The Gameplay Ability System lets devs specify numerical attribute properties in UAttributeSet subclasses. Although the preferred attribute property type is FGameplayAttributeData, GAS has l ...
We use the hierarchy bias to override actions within subsequences. We can do that for transforms and control rigs, but the visibility track doesn't seem to obey the same rules. Attached is a video o ...
The incorrect resolution is used on computers with 4k monitors that use DPI scaling (default 150%) because the default for UE projects is bAllowHighDPIInGameMode=False which results in SetProcessDp ...
When the r.Lumen.ScreenProbeGather.TracingOctahedronResolution is not a power of 2 or LumenFinalGatherQuality in a Post Processing Volume is set to a value such that the TracingOctahedronResolution ...
Having a LevelSequence opened and unhiding a sublevel can break the attachment hierarchy of the actors that are inside the sublevel. This also affects to the sublevel asset itself. ...
When using the Anamorphic Squeeze Factor on a camera on AMD RDNA3 and RDNA4 hardware, blocking artefacts may be seen depending on the extent of the blur. The peripheries of the viewport appear to be ...