In some situations, it can be useful to have a replicated editor-only C++ property (For example, the user that reported this issue was attempting to replicate settings to the client for game designe ...
When UMaterialInstanceConstant::UpdateCachedData() updates CachedExpressionData.PropertyConnectedMask for material instances with layers incorrectly, it can lead to various graphical issues includin ...
When you call GetOuter() inside AssetUserData::PostEditChangeOwner, the Outer that is returned, is marked as "Trash". This is because the object is constructed again when an AssetUserData is added. ...
Lumen GI has temporal flickering/noise after running the Editor for 3+ days. ...
CSM targets are still created and affect the InjectTranslucencyLightingVolume pass when moving in a project that only uses VSM causing over brightening of fog planes and other translucent meshes. r ...
When using material attribute layers in a material layer setup, there is a potential discrepancy in the number of VT Lookups presented in the material instance's Platform Stats. When the same textur ...
Copy-paste the TestCode.h and TestCode.cpp into a module Activate the customization in the StartupModule() function ``` FPropertyEditorModule& PropertyModule = FModuleManager::LoadModuleChecked<FPro ...
When the camera is just outside of the box bounds and it is angled directly away from it , it will start rendering the particles again (as determined by stat GPU differences) despite being out of vi ...
The overlap checks are used to see if we can warp back to the previous position to combine network moves to longer moves, but making sure we wouldn't put the character in penetration when rolling ba ...