Cascade index 0 is passed into GetViewDependentWholeSceneProjectedShadowInitializer. I think the intent of MaxShadowCascades = 1 and requesting cascade index 0 is to get a single bounding volume for ...
With the standard non-passthrough flow you set the AnimBP on the SkeletalMesh node itself. With the passthrough SkeletalMeshComponent node I see no place to set the AnimBP. While I can set this manu ...
When using the Enhanced Input Context, the Input Touch Hold trigger does not reset correctly after releasing a touch input. Unlike Mouse Hold, which keeps firing Canceled events as expected, Input T ...
This is a speculative bug report from the user. The fix for this is to re-do the work of 31224705 but in a better way. The "bShouldBeIgnored" flag is being overriden by the previous mapping's va ...
Reproduction rate: 5/5 Regression check: No, this also occurs in 5.4.2. Please note that this issue only reproduces with the Gamepad Face Button Bottom and does not occur for any other gamepad butt ...