Finding Reference By Class Member fails to find references to bp functions from property access nodes. ...
The data shown in the transition tooltip is generated via SKismetLinearExpression::MakeNodeWidget. The issue is that while UK2Node_VariableGet have specific functionality to display the variables a ...
A licensee reported that serialization of LevelSequence with StaticMeshActor with default collision for which mesh has NoCollision profile is not deterministic. The issue seems to be in the fact tha ...
We received a report from a licensee that UProceduralMeshComponent cook is not deterministic. This is related to the ProcMeshBodySetup member and the fact the UProceduralMeshComponent code changes t ...
When rendering a game in splitscreen using Lumen HWRT, Nanite and a large number of Niagara Mesh Particles 1mil+, various meshes and actors will stop rendering. Setting r.RayTracing.Geometry.Niagar ...
Reported in SF [Link Removed] Exported Presentations do not respect the "Visible Configuration" settings set for the Presentations and instead display all Configurations regardless of whether they ...
Since 5.7 this CVAR has been turned on by default and it ibreaks / prevents shadow cache behaviour to be set as we used to in 5.6 on meshes when r.Shadow.Virtual.UseReceiverMaskDirectional 1 Most o ...
The ApplyLocalExposureCS shader in PostProcessLocalExposure.usf computes UV coordinates for the LumBilateralGrid 3D texture using Output_ExtentInverse (1/RenderTargetSize) instead of Output_Viewport ...
After creating the BP derived class and starting PIE, the problem pointer is set to the owning component as expected. However, after the component’s constructor, FObjectInitializer::InitProperties c ...
Summary A UInputTriggerChordAction does not fire when the action it references (the "chording action") is mapped in a different Input Mapping Context with a lower priority than the IMC containing the ...