The [bIsVisible] flag is set to [1] by the following judgment.const bool bIsInDrawRange = DistanceSquared >= Bounds.MinDrawDistanceSq * HLODState.FOVDistanceScaleSq; Judging from this code, I bel ...
Using SceneCapture in packaged VR projects causes poor performance. Also observed with SceneCaptureCube Does not occur in 4.18 ...
When selecting an actor in the viewport, some AMD GPU users are reporting that the selection outline is not visible. Rolling drivers back to 17.1.1 correct the behavior.| Two EngineQA tester have ...
Child Actor component is duplicated in Standalone Game. No other play modes or packaged game are affected. The additional actor will disappear after 1 minute. *This is a regression: Doesn't occur ...
When you package a project in 4.6.1 for Windows (32 bit) shipping, the file size is around 160 MB. When you package a sample project in 4.7.2, the packaged size will be around 345 MB. [Link Remove ...
Block tags are not working correctly in version 5.5.2, it was working in 5.5.1. This is caused by a change done in version 5.5.2. The exact CL is: CL 35930696 ...
When an instance is removed from a Hierarchical Instanced Static Mesh's array, if there are indices that are further along in the array that fill that index, the last index in the array is used to d ...
Character Movement values do not reset to defaults. Changing a value and then using the arrow to Reset to Default updates the number displayed in the Details panel, but the value does not update dur ...
It's reported that all Tick functions are skipped on the first frame when running in packaged builds and standalone PIE. This is because both TickVisitedGFrameCounter and GFrameCounter are initializ ...
Starter Content's "P_Explosion" does not successfully convert to a Niagara System - incorrect loop, spawn, sprite size, and collision behaviors Changes needed for / issues found with each emitter:A ...