Effects using translucent materials using Mobile Separate Tranclucency and DepthFade do not display properly if DoF is enabled. By applying CL # 4558661 shared by [Link Removed], Android works norm ...
This project has enabled the Override Instance Data of Level Sequencer. Licensee wants this Transform Origin to work if it change the Blend Type to Relative. [Image Removed] ...
When moves over the Actor set after PrePhysics( e.g. DuringPhysics ), the bone with the physics enabled will stretch. Instead of directly using PhysicsAsset, using RigidBody nodes does not cause th ...
In startup movies there is a potential for a race condition when getting the size of an FMovieViewport. This has led to crashes for licensees. The shared pointer ...
When creating a variable that is a soft reference of another asset the reference viewer appears to show this connection as a hard reference. ...
Mouse focuses the game when while console is open if the window is minimized and then restored. When the console is opened the mouse is shown and the game is no longer focused (expected). However, i ...
When testing with a simple setup, as follows: MySceneComponent has a UProperty(VisibleAnywhere, BlueprintReadOnly) of a USphereComponent pointer, initiated in the Constructor AMyActor has a UProper ...
When world origin shifting occurs, or any movement of the constraint component itself, the underlying physx constraint is not properly updated, leading to incorrect results. ...
FPhysicsInterface_PhysX::Sweep_Geom incorrectly calculates the shapes' world transforms, while an alternate approach in FPhysicsInterface_PhysX::LineTrace_Geom works correctly. ...
With AllowSelectTranslucent off, translucent objects are expected to have no effect on the selection process, however the editor's click location continues to reflect their impact. ...