It seems that the numbers are rounded in VertexFactoryCommon shader. The cube consists of vertices that are very far from the origin and are placed on the screen by placing them at coordinates that ...
When using the Anamorphic Squeeze Factor on a camera on AMD RDNA3 and RDNA4 hardware, blocking artefacts may be seen depending on the extent of the blur. The peripheries of the viewport appear to be ...
DESCRIPTION: When making a mesh with custom collision with the naming convention of UCX and exporting the FBX for use in UE4 the collision will import and update if any changes are made and reimport ...
Reported by multiple users. When in a networked session a GameplayEffect is automatically removed due to:a tag being added that's not allowed, or (TargetTagRequirements.RemovalTagRequirements.MustHa ...
AActor ContainsDataLayer Is Slow: Navigation builds are heavily slowed down by TObjectPtr to TSoftObjectPtr conversions when checking if DataLayerAssets contain Users discovered a huge time los ...
When you create a NavMeshBoundsVolume, it automatically creates a RecastNavMesh-Default. You can change the settings of the nav mesh there. However when you change settings of this RecastNavMesh it ...
When using a Retainer Box in UMG with Color Vision Deficiency enabled, the content inside the Retainer Box is rendered with incorrect colors compared to the rest of the UI. This bug is present in UE ...
1. Create a hierarchy in UMG that has a couple layers deep of children such as vertical boxes that have multiple children that are vertical boxes, widget switchers .. 2. Collapse all children in th ...
This is a common crash in 4.18 and 4.18.1. The callstack shares similarities to [Link Removed], although that has been confirmed fixed in 4.18. Included in the same crashGroup are also a few Ensur ...
A welded hierarchy blocks updates to collision settings on all but the root primitive. Calling SetCollisionResponseToChannel on the children won't work. The licensee noticed that IPhysicsProxyBase* ...