A number of utility functions are provided in UEdGraph_ReferenceViewer for building menu extenders. This class was originally included in the engine as part of the ReferenceViewer module, but was re ...
If two states have MoveDirectionIntent vectors that are opposite to each other, interpolating between these states can result in MoveDirectionIntent being 0. This may cause issues for animation blue ...
VR Preview Window is the wrong resolution, just showing the top left portion of the entire view. Somewhat similar symptoms to -[Link Removed]-, not exactly the same though. This issue has not be ...
Result : all the RTs allocated for edit layers (in global merge mode) will be padded to the next power of 2 for no good reason, which can lead to out-of-VRAM (as reported by [Link Removed]) ...
When an Arrow Component is added to a blueprint and made visible in Game, a GPU Particles collision will fail until the arrow component is outside the Camera Frustum or turned back to hidden in game ...
In high-end mobile preview modes the exposure will return much more exaggerated results. This is related to the new default tone mapper settings since changing r.TonemapperFilm to 0 solves the issue ...
User experienced unexpected AI behavior and was kind enough to share a stripped down version of the project. I was able to nail down issues user was experiencing to failed enum-to-byte conversion. U ...