Lumen's rough specular indirect lighting buffer can have fireflies along the bottom and right edges of the screen. Also tested in //UE5/Main, CL: 35177423 ...
After place a Nav Mesh Bounds Volume into a level, launching the game and pressing the [ ' ] key to show information about the Nav mesh the print string stops working. If the User closes the game w ...
A Pass-by-Reference function input cannot accept a reference to Self. Workaround: Cast from Self to the desired class and use that for the function's input. ...
Looking at several blueprints during play, that add multiple static meshes in their construction script, drastically drops the FPS. As a workaround, I suggested to the user that he should use Insta ...
If the user unhooks their Oculus HMD (USB cable) from the PC while a level is loading the editor will crash ...
When loading a Sub Level from the Persistent Level of World Composition, the offset of WorldComposition is applied when loading the Sub Level by itself. The offset can be applied repeatedly when rel ...
This is a regression. Tested in //UE4/Release-4.27 CL18319896 Add World Rotation applied to a Static Mesh simulating physics behaves erratically. ...
Cascade index 0 is passed into GetViewDependentWholeSceneProjectedShadowInitializer. I think the intent of MaxShadowCascades = 1 and requesting cascade index 0 is to get a single bounding volume for ...
Values changed to an inherited Struct variable in a Child Blueprint will be kept after compile, but any not changed will be set to 0s. ...