A customer noticed that root motion did not mirror properly when using montages. The issue is that the root motion mirroring code is only called from FAnimSync::TickAssetPlayerInstances . Th ...
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 ...
The issue is caused by the way that we calculate the leader sample's Time vs the follower sample’s Time and how that calculation switches on the frame when a follower sample becomes a lead sample. ...
Context: By default, Unreal Engine creates both simple and complex shapes, then, based on what the user wants (complex query versus simple query), the physics solver will use the corresponding shape ...
Note: This affects all versions from at least UE 5.3, including mainline latest. The "Animation" Editor Mode allows creating constraints for level actors. One of these, the "Parent" constraint, con ...
There appears to be a bug relating to rendering multiple windows that can trigger under unknown circumstances. It has been reported on rectangle lights in the forums and on PostMotionBlur materials ...
We've noticed smearing in grass due to wrong motion vectors. This appears to be caused by lack of previous frame support in the periodic world space node. This is how we fixed it: In MaterialTempl ...
When a project is run with these settings in a template project, untracked virtual memory increases. Cvars r.GBufferFormat 3 r.Lumen.TraceMeshSDFs 1 r.Lumen.TranslucencyReflections.FrontLayer.Enab ...
When using the Niagara Mesh Renderer with multiple mesh variants selected via MeshIndex, the number of TLAS instances allocated is NumParticles × NumMeshVariants and enabling the Path Tracer can ca ...
Summary: Confirmed that this exists in latest as well as 5.8 which is the origin or both tickets. This is a regression from 5.7 - although it looks like the guard was not aiming specifically to catch ...