A user has upgraded their project from 4.6.1 to 4.7.2 and now one of their assets is partially loaded. After a bit of digging I found an error in the event graph of the ShadowHerosHUD. The nodes are ...
"Depth Fade" material node does not work on Oculus Go with Open GL 3.1 active and Mobile HDR disabled. Seems very similar to [Link Removed] however disabling Separate Translucency or calling r.M ...
If the user sets the value on the slider to 0 or 1 the handle will clip as it appears to go too far to either side. ...
Vehicle Template vehicle with added Thruster Configuration to its VehicleMovementComponent will be affected by force relative to the distance from the origin. At around 200000 the force is enough to ...
Using MotionMatching with a PoseSearchSchema with a Trajectory grouping. The query gets rotated to match the capsule/mesh component instead of the offset root/actual location of those bones/trajecto ...
Pausing simulation in PIE does not pause looped timers on the Server when players is set to more than 1. The Client pauses the timer as expected. With only one player, timers are paused as expected. ...
Compiling any material with r.ShaderCompiler.JobCache=0 causes ShaderCompileWorker to crash. Reproduction steps cause a crash during Editor startup, but this bug may affect other scenarios where mat ...
UPD: According to Affects Version field, issue reproduces in 4.26, Regression for 4.27 - No. ...
i had an AWS EC2 g3.4xlarge instance(Nvidia M60 card). I could run 4.22 packed PS application correctly. When switching to 4.24.1, I got the following error when trying to start the application wit ...
A root motion controlled character would travel further than they should when both EnableUpdateRateOptimizations is on and a.URO.ForceAnimRate is set above 1. Changing "Root Motion from Montages On ...