We are seeing unexpected movement corrections sometimes when pushing one player character up against another character that isn't moving, or against other static primitives that have round features ...
Might relate to issue [Link Removed] - "The Remove-On-Break feature, set on Fracture Mode on Geometry Collections, stops shrinking and shows strange behaviors" The added information on this particu ...
Calling BodyInstance.UpdateBodyScale displays erratic behaviors and does not update the rendering scale. The licensee has reported and presented a repro project that displays the erratic behavior of ...
When dithered LOD transitions occur, a brief flash of the next LOD level is first shown on the entire mesh after which the current LOD fades to the next (or previous) LOD. The flashing behavior only ...
Dithered LOD transitions do not work when changing the camera's field of view and cause artifacts when both the FOV and camera distance to the object are changed simultaneously. ...
Geometry Collection cluster handles leaking and causing ensures with field systems. The licensee has shared their analysis: We have been tracking down an assert that seems to happen occasionally wh ...
GeometryCollectionPhysicsProxy::FieldParameterUpdateCallback() not removing invalid Commands, leading to performance issues. The licensee has provided their analysis: We seem to have stumbled acro ...
I am doing some runtime manipulation of data layers and I am running into a check failure due to a zero guid in FLevelInstanceActorGuid::GetGuid during multiplayer testing. When I debug FLevelInsta ...
A Skeletal Mesh simulating physics that hits a Geometry Collection Actor with OneWayInteraction true, OneWayInteractionLevel 1, and is using Damage Propagation (default) will be accelerated so fast ...
Expected behavior is that screenshot alpha should be 0 for pixels that did not have anything rendered into them. ...