When a Nanite skeletal mesh has a virtual bone the engine can crash when changing LODs ...
The PlayerCameraManager->OnBlendComplete() delegate is not getting called when running a game in a standalone network mode without any networking. ...
When a groom is present, setting any SamplesPerRay SMRT CVar to zero results in an unexpected complete shadow projected from the light. ProjectLight() in VirtualShadowMapProjection.usf has addition ...
When (unintentionally) trying to set one texture as the composite texture of another, which itself is the composite texture of the first, a stack overflow occurs leading to a crash: in UTexture::Pos ...
Context Auto-weld makes it so if a child is attached to a parent, the two bodies will be joined into a single rigid body. Physic settings like collision profile and body settings are determined by t ...
Notifies that are placed on animations referenced by montages aren't triggered when using the UAnimSingleNodeInstance to play back the montage. This is because - unlike on UAnimComposite - there is ...
Text widget with Outline uses 2 LayerId levels to draw the outline and the text glyphs. This can be seen in function FSlateElementBatcher::AddShapedTextElement(), where lambda BuildFontGeometry() is ...
Spot Lights may present with very blocky shadow artefacts when a long attentuation radius is provided with a small cone angle. In extreme cases, this causes the VSMs to invalidate every frame. Notab ...
The Take Recorder plugin allows for multiple sources to be recorded during gameplay. The World Source is expected to record everything in the level when the Autotrack Actors option is enabled. Once ...
Classes that inherit from FTickableObjectBase are added to the tickable queue by the QueueTickableObjectForAdd function during their construction (see FTickableGameObject::FTickableGameObject). At t ...