If an IK Anim node is used in a post-process animation blueprint when that post-process blueprint is active in persona. It will crash attempting to get dynamically created goal components from an ac ...
The overlap checks are used to see if we can warp back to the previous position to combine network moves to longer moves, but making sure we wouldn't put the character in penetration when rolling ba ...
This is an edge case occurring when changing Input Mode while the Scroll Box is being dragged. When the Input Mode switches to Game Only, further drag actions are no longer possible. However, becaus ...
The following code fixes the tilt : void UTargetingSelectionTask_AOE::DebugDrawBoundingVolume(const FTargetingRequestHandle& TargetingHandle, const FColor& Color, const FOverlapDatum* OverlapDatum) ...
When landscape splines exist in a WP level, LandscapeSplineMeshesActor instances are created to allow streaming of splines. In a non-WP level, splines are components of the landscape actor. When a W ...
When the Composite Editor Primitives setting is disabled, these editor primitives do not render correctly. In specific, ZoneGraph editor primitives do not render with a colour. This appears to be t ...
The game can crash when one thread clears RunTimeToPSOUsage while another thread is expecting it to contain a PSO it is registering stats for. Thread A: calls CacheGraphicsPSO() Thread B: calls C ...
Licensee is reporting an intermittent crash when using the rewind debugger in the Game Anim Sample. ...
D3D12Texture::Lock computes the size of the staging buffer on Line 1541 of D3D12Texture.cpp. This size uses the RowPitch, which for BCn resources encapsulates the size in bytes of a single row of bl ...