calling SetCollisionResponseToChannel or something similar, FPhysXTask will ever increase . Finally, it causes serious frame rate drop. That count can be reset by calling RecreatePhysicsState. ...
The new 'UncookedOnly' module type that was added in 4.24 is not visible to Blueprint nativization, and thus it does not know to exclude these module types from the generated Build.cs file when they ...
Also, from 4.23 onwards, if you move the mesh back and forth, the order of the translucent sort will be switched. ...
In 5.4: zooming out far with the mouse wheel after setting the editor viewport to orthgraphic view triggers an ensure: ensure(InOrthoZoom >= MIN_ORTHOZOOM && InOrthoZoom <= MAX_ORTHOZOOM); Th ...
It appears that "Convert Transform to Relative" can be confusing. Users are saying that they expect the nodes to be swapped in what they think their function would be. One person as suggested that a ...
AI MoveTo Blueprint node will zero velocity, causing a stop when a new destination is set if the Pawn is currently moving. Regression: Yes Worked: 4.12.5 (CL 3039270) Broken: 4.13.1 (CL 3142249) F ...
FObjectReplicator::UpdateUnmappedObjects calls CallRepNotifies, but does not call PostRepNotifies. Further, the order of CallRepNotifies and PostNetReceive in FObjectReplicator::UpdateUnmappedObje ...
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 ...