Local fog volumes have a substantial offset when placed at a far distance from world origin and is then rotated. This was not the case in 5.3 when tested under the same conditions, so this is likely ...
Also occurs in 4.15.2 so not a regression ...
This is a regression from a long while ago that needs to get fixed ...
ProjectWorldToScreen always returns true. User states: "This probably comes from that line of code : bResult = Player->PostProcessWorldToScreen(WorldPosition, ScreenPosition, bPlayerViewportRelati ...
If the user gets the world location of the arrow component ( one example) in a packaged project it will cause the game to crash. This does not happen in the editor and it has to be done one the thir ...
Licensee notes issue with csgRebuild and proposes a reasonable fix. ...
Fixed in Dev-Editor (CL# 3479874). Needs merging. ...
This one should be fix in the squeletalmesh quadric reduction own by the geometry tools. ...
Please see the UDN for a potential fix/workaround description. ...
Even though the particles are not moving, and the velocity is zero, the output motion vectors are non-zero. This seems to only happen if using two sources of particle positions. ...