The AnimToTexture plugin generates an animated texture that results in a stutter when the animation loops. This looks to be related to the code in UAnimToTextureBPLibrary::AnimationToTexture which ...
FSuggestProjectileVelocityParameters was introduced in 5.4 and has a FCollisionResponseParams member that's initialized as a mutable reference to FCollisionResponseParams::DefaultResponseParam. str ...
PreExposure is influenced by LocalExposure in PostProcessEyeAdaptation.cpp:1265. It appears when the scene is particularly dark and using manual exposure, the LastAverageLocalExposure can read a lar ...
AWheeledVehiclePawn class tries to use CCD in the constructor, but Mesh->BodyInstance.bUseCCD = true this code does not work to activate CCD because Physics Assets could not be available at this ...
Initialize_AnyThread and CacheBones_AnyThread can be called repeatedly on sub-graphs below Saved Pose nodes when they are part of a linked anim graph and the main anim graph has yet to be initialize ...
Platforms .ini config files can end up with incorrect data, due to how ProjectSettings manages the config data. On a Windows machine, if we open the ProjectSettings window, all the data is going to ...
Plugging an Add node which adds a constant value into a Nanite Pass switch node results in derivative ops to be detected where there should be none (which show up as red in the No Derivative Ops deb ...
While active and ticking, the built-in FS_MasterField actor instance continuously creates several new components every frame, which are never cleaned up until the actor is destroyed. This can happen ...
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 ...
From licensee: The project contains a small flat terrain with a basic material attached to it - just a single texture sampler connected to the base color output. Also in the project is a skeletal m ...