When deactivating a reverb, it's removed from the Activated List, but doesn't get removed from being the active reverb. Confirmed occurs in 4.27 and 5.0 ...
This is similar to [Link Removed] but still reproduces with an attach track. ...
The flag is not propagated in FPrimitiveSceneShaderData::FPrimitiveSceneShaderData and so is missing in GPU-Scene primitive data. Need to add: .UseSingleSampleShadowFromStationaryLights(Proxy->UseS ...
According to the official docs https://docs.unrealengine.com/4.27/en-US/WorkingWithAudio/Nativesoundfield/ an ambisonic submix can be rendered to Resonance or Oculus; however when doing so, while th ...
The issue was reproduced when building a minimap for an open world level with no Actors with "Is Spatially Loaded" enabled. Placing additional Actors with "Is Spatially Loaded" enabled in the level ...
Normal variables with gameplay tag defaults will show up in the reference viewer.Other reference types used as a local variable default value will show up in the reference viewer correctly. ...
Commenting out the branch in FTriangleMeshSweepVisitor::VisitSweep is a work-around.if (CullsBackFaceSweepsCode != 0) { if (VectorMaskBits(IsBackFace)) { // Don't cull the back face ...
When the camera is just outside of the box bounds and it is angled directly away from it , it will start rendering the particles again (as determined by stat GPU differences) despite being out of vi ...
Changing the Animation Mode repeatedly creates a new instance of the AnimBP being used every time you switch back to the Animation Blueprint mode. Example Project: [Link Removed] ...