FGameplayAbilitySpecHandle is a struct that can be replicated by-design to identify a granted GameplayAbility in server-client communication. This works fine with default struct replication using FR ...
FLinearColor FColorSpaceTransform::Apply(const FLinearColor& Color) crashes while attempting to VectorLoadAligned() when running the UnrealEditor on Ubuntu 22.04. ...
Nanite custom depth rendering doesn't "de-jitter" the view parameters for custom depth rendering when r.CustomDepthTemporalAAJitter is set to 0. This was discovered by a licensee and reported via U ...
If a player possesses a moving NPP-simulated pawn, there is some kind of logic problem where a reconciliation immediately is triggered, and resimulations keep streaming for a long time. This proble ...
This seems to have regressed because of the fix to [Link Removed]. Because UWorld::InternalGetNetMode now only returns the DemoNetDriver's NetMode when it is recording and in its tick, the multicast ...
Materials are correct in UE. It is not clear for me why the materials have tint. Possibly a remnant from the DCC. Sketchfab, UE, and Blender displays the materials cortrectly, without the blue tint. ...
For arrays, FPropertyReplicationStateDescriptorBuilder::IsSupportedProperty will set the FMemberProperty's ChangeMaskBits to "1U + FPropertyReplicationState::TArrayElementChangeMaskBits". If the arr ...