The frame rate for an anim sequence is not being changed as expected when its being overwritten / re-imported. ...
This Jira was created from the linked EPS case: =============================================== This issue is caused by FSharedStruct batching reachability requests to the same underlying FInstan ...
A licensee is composing independently-authored levels into a single World Partition persistent level by placing each as a Level Instance. NavMeshBoundsVolume / NavModifierVolume are placed inside ea ...
During deterministic Cook / Package validation, the Cooked output of a WorldPartition map was found to vary non-deterministically between Cook runs. Diff detected in the DiffOnly Cook log:Serialize ...
Adding a reference to an external actor in the level blueprint causes the package for the actor to be put in the import table of the level. In some cases, the actor package can end up calling postlo ...
Custom expression additional outputs are considered (0,0,0) when connected to WPO. ...
Flickering can occur on translucent materials, usually in the distance when there is at least one directional light and when using VSM. Flickering seems highly dependent on framerate and timing. L ...
After mesh painting on a BP Static Mesh Actor, and "Apply instance changes to Blueprint" the added virtual texture is removed with the log:LogTexture: Display: Building texture TwoD: /Game/FirstPers ...
The FWidgetAnimationState::OnStopped delegate is getting created when the widget anim state is being destroyed and then queued to be executed later. Something is happening between the queue and the ...
When using Substrate in Blendable GBuffer mode, a material with the single layer water BSDF node produces a shader compiler error : MaterialEditorStats: Error: [SM6] Shader debug info dumped to: "\ ...