The messages emitted when CppCompileWarningSettings.NonInlinedGenCppWarningLevel is set to Warning\Error should contain the literal so the tools pick them up and react accordingly. From the EPS c ...
When a property is created in this way, a local variable with a Private flag is generated. Since such a variable is generally not desirable, it would be better to remove the Private flag upon pastin ...
URootMotionModifier_SkewWarp::WarpTranslation() uses InverseFast() within a block of code that is only executed if DeltaTranslation is not nearly zero. The ToRootSyncSpace transform the code builds, ...
If "bDoFastBuild" is enabled on a Static Mesh asset, in-editor it will never be able to have Nanite data built for it, preventing the Static Mesh from using Nanite. There is no way to fix this issu ...
Soft object references in proxy tables, when evaluated return a nullptr, instead of the soft object reference to load. ...
Proposed workaround:add in FMobileSceneRenderer::RenderDeferredMultiPass (MobileShadingRenderer.cpp): #if WITH_DEBUG_VIEW_MODES if (ViewFamily.UseDebugViewPS()) { return; } #endif // WITH_DEBU ...
BoxOverlapActors fails to overlap a scaled Floor actor with a particular scale, from a particular position and extent. The setup is really specific and described in Steps to Reproduce. The required ...
When an Actor's CustomTimeDilation is 0.0, functions FActorTickFunction::ExecuteTick() and FActorComponentTickFunction::ExecuteTickHelper() will call AActor::TickActor() and UActorComponent::TickCom ...
Shaders that compare custom depth and pixel depth get wrong output values because the ranges are different. This error is most noticeable over large distances. The difference in ranges is due to t ...