DistanceFieldAOHistory introduces ghosting at low scalability and low screen percentages. This can lead to AO artifacts and a ghosting effect from the character. This issue was also observed on //U ...
When ray-traced shadows are enabled, the shadow for a completely translucent mesh appears when the LOD changes based on distance. ...
The bandwidth on the biquad loepass filter is cutting frequencies well below 20kHz when the bandwidth is 1.0. Slack convo: [Link Removed] Visualization:[Image Removed] ...
Changes to the hit test grid of an invalidation panel while caching is disabled won't be respected when caching is reenabled. This can cause interactive widgets such as buttons who were set to colla ...
There is an engine bug when using the EnumRedirects feature inside a config file. If we have a Blueprint Enum used in our blueprints, and we want to convert all the Blueprint enum references to a C+ ...
Users have come across an issue in 5.4 that causes an assert when many foliage or HISM objects are placed in a level due to a cell size limit. ...
In order to fix a major issue involving dissapearing actors during cook, we added instancing context duplication in 31925640. This actually undoes the optimization made from 26543720 Both reported ...
The logic for data validation on UGameplayEffectComponent expects it to be owned by a UGameplayEffect. Any Blueprint derived from UGameplayEffectUIData (child of UGameplayEffectComponent) fails this ...
When multiple duration GameplayEffects apply a GameplayCue with the same tag, the network authority game instance (standalone & servers) will remove all GameplayCues with that tag from the AbilitySy ...
Game code can register listeners to when a GAS attribute changes value, for example by calling: AbilitySystemComponent->GetGameplayAttributeValueChangeDelegate(SomeAttribute).AddLambda(); These de ...