Returning 0 bytes in GeneratePCMData results in the procedural sound wave not continuing to play audio. Instead of returning 0, we need to return an empty buffer if the procedural sound wave doesn't ...
USkeletalMeshComponent::TickComponent is run in the PrePhysics tick group. This is the only place where the SkeletalMesh is actually checked to be != nullptr to determine whether or not the TickClot ...
When using the HTC Vive with any levels that are streamed in that take a moment to load in will show the waiting room for the Vive while loading. This does not happen on the Oculus that I can see. I ...
I understand that we were not using -benchmark and -dumpframe for some of our internal renders that used these CMD arguments, but that's what our users see. See here for my progress documenting thi ...
Component reference broken in sequencer when component is renamed ...
Lighting build isn't saved when using -run=resavepackages and -buildlighting ...
The runaway loop detection stuff is designed as per thread singletons (TLS). The worker threads don't properly reset the runaway counters. ...
The user is experiencing a PhysX crash in their project. They stated that the source files contained in 4.12.5 are different from Nvidia's Github version of 3.3.4, which apparently contains a fix fo ...
Reported via UDN:https://udn.unrealengine.com/questions/304768/scenecapturecomponent2d-and-shadows.html ...
If you use "Set Array Elem" on a vector array but leave "Item" at the default value of (0,0,0) then you'll end up using a temporary uninitialised vector instead of (0,0,0) when it's nativized. Work ...