Context Instanced structs are great for holding simple data with the main advantage they have is a low memory overhead unlike instanced objects. Problem The problem is in StructUtils plugin's `FIns ...
LandscapeSplineActors and LandscapeSplineMeshesActors are not behaving as expected in 5.4 or 5.5. Testing in 5.4 the issue mostly seems to stem from issues with the Target Landscape -> Landscape Ac ...
TSR (and TAA) history accumulation gets reset when taking viewport screenshots or when clicking on an empty area in the outliner (when a tree item is selected). This can cause an undesirable issue w ...
The PlayerCameraManager->OnBlendComplete() delegate is not getting called when running a game in a standalone network mode without any networking. ...
In the Viewport, enabling Wireframe Mode (ALT+2) along with HDR (EyeAdaptation) Visualization crashes the Editor. I've tested different versions and this issue is not present on 5.0, but it reproduc ...
Runing PlayInEditor with NetMode PlayAsClient, a LevelSequence that AutoPlays in the level, contains a Spawnable BP_ThirdPersonCharacter with an animation, and is also opened in Sequencer, leads to ...
When an Animation Sequence is overridden by a LevelSequence, and later reverts to its original animation state, the AnimInstance fails to properly reinitialize. This prevents subsequent animation lo ...
When a groom is present, setting any SamplesPerRay SMRT CVar to zero results in an unexpected complete shadow projected from the light. ProjectLight() in VirtualShadowMapProjection.usf has addition ...
When (unintentionally) trying to set one texture as the composite texture of another, which itself is the composite texture of the first, a stack overflow occurs leading to a crash: in UTexture::Pos ...
Context Auto-weld makes it so if a child is attached to a parent, the two bodies will be joined into a single rigid body. Physic settings like collision profile and body settings are determined by t ...