Using the new NDC BP nodes in 5.7 causes sorting to break; one system, regardless of world placement, is always drawn over the other. Even when the viewpoint puts the dominant system in the foregrou ...
It seems like the code in RefreshSamplerStatesCallback() can overlap with FillUniformBuffer when it mutates the Wrap_WorldGroupSettings and Clamp_WorldGroupSettings FSharedSamplerState objects. Addi ...
Context The LevelStreamingPersistence plugin can be used to remember and restore properties on actors, components and other objects that are part of a streamed level. Persisted properties are resto ...
The engine crashes when renaming a localizable asset inside an L10N folder. The engine attempts to associate it with the original localizable asset, but it is unable to find it and ends up accessing ...
Nanite Tessellation displacement direction is incorrect for landscapes with non-uniform scales. It seems to use the normal from the unscaled landscape, which can result in the displacement causing t ...
When a UMG Text widget is set to Auto Wrap and uses InvariantLeft or InvariantRight, the wrapped visual lines are positioned differently than expected compared to Left/Right. In the current engine ...
User has provided a trace file attached to case. User experiencing going out of memory during gameplay with console command "Pause" activated. Using 5.6 from Perforce in the Release-5.6.0 stream at ...
Nanite::BuildShadingCommands() launches two asynchronous tasks: ShadingCommands.SetupTask ShadingCommands.BuildCommandsTask BuildCommandsTask is responsible for modifying ShadingCommands.Commands ...
If a mesh is exported from the engine, reimported as a new skeleton and mesh, and then marked as a compatible skeleton. Animation will have slightly different rotations playing on the skeleton. ...
FGameplayTagQuery does not refresh its cached AutoDescription after GameplayTag redirects are applied during asset load. As a result, after renaming a GameplayTag and restarting the editor, the Game ...