calling SetCollisionResponseToChannel or something similar, FPhysXTask will ever increase . Finally, it causes serious frame rate drop. That count can be reset by calling RecreatePhysicsState. ...
Also, from 4.23 onwards, if you move the mesh back and forth, the order of the translucent sort will be switched. ...
Velocities are not being cleared when physics simulation set to false. ...
The incorrect resolution is used on computers with 4k monitors that use DPI scaling (default 150%) because the default for UE projects is bAllowHighDPIInGameMode=False which results in SetProcessDp ...
This happens because the Collections module isn't loaded when the FFrontendFilter_TextFilterExpressionContext instance is created: , CollectionManager(FCollectionManagerModule::IsModuleAvailable() ...
Users on the forums are hitting a crash on their initial launch of the engine into dx12. There is currently a workaround to load into the project with dx11 first, compile shaders, then youre fine to ...
When forward shading is enabled, particles that have materials with their lighting mode set to "VolumetricNonDirectional" will recieve shadows. Attached images provided by user. Found in 4.19 CL# ...
Actor foliage does not respect the "foliage.CullDistanceScale" console variable. This was brought up in a UDN: [Link Removed] ...
Motion Controller component attachments lag behind parent. Not happening on Oculus Rift Workaround: Set "Disable Low Latency Update" on your Motion Controller Components to 'true' User Sub ...