[Link Removed] Some functions to access parameters don't take into account the newly added runtime static switch parameters. It should be straightforward to fix these up: void UMaterialInstance:: ...
Some parts of the proxy mesh generation does not correctly handle empty sections. FMeshMergeHelpers::ExtractSections() will remove empty section, but some other parts of the process will not, which ...
Scene queries when encountering skeletal meshes with per-poly collision enabled do not return a bone name in the HitResult. Returning the BoneName always or having it as an option via FCollisionQuer ...
When placing an instance of ALyraCharacterWithAbilities on the map on the boundary between world partition cells, it fails to take damage in PIE. The expected attribute sets (HealthSet and CombatSet ...
A Nanite primitive casting a CSM shadow on another Nanite primitive with "Cast Shadows" disabled, will have it's shadow disappear completely when r.Shadow.CSMCaching = 1. ...
If multiple game objects are selected at once and their text field is edited, instead of getting N events, it produces N-squared events. It looks like FPropertyHandleBase::SetPerObjectValue is call ...
iOS link times could be sped up by adding ThinLTO support as was done for Android recently. ...
Burst GCs will destroy the target actor if you attach them to the target (FGameplayCueNotify_PlacementInfo::AttachPolicy) and override the decal fade out (FGameplayCueNotify_DecalInfo::bOverrideFade ...