Edit MattK: The reason they do not work is that material parameter collections are updated inside of a uworld that slate doesnt have access to. We just need to figure out a way to update the necess ...
FHLSLMaterialTranslator::ParticlePosition does not return Previous information when request which can result in bad motion vector calculation. ...
A number of utility functions are provided in UEdGraph_ReferenceViewer for building menu extenders. This class was originally included in the engine as part of the ReferenceViewer module, but was re ...
Crash occurs when setting post process animation blueprint while the anim bp has a Sub Graph Input linked. This crash doesn't occur if the node is not connected. ...
If two states have MoveDirectionIntent vectors that are opposite to each other, interpolating between these states can result in MoveDirectionIntent being 0. This may cause issues for animation blue ...
VR Preview Window is the wrong resolution, just showing the top left portion of the entire view. Somewhat similar symptoms to -[Link Removed]-, not exactly the same though. This issue has not be ...
Result : all the RTs allocated for edit layers (in global merge mode) will be padded to the next power of 2 for no good reason, which can lead to out-of-VRAM (as reported by [Link Removed]) ...
In high-end mobile preview modes the exposure will return much more exaggerated results. This is related to the new default tone mapper settings since changing r.TonemapperFilm to 0 solves the issue ...