Users with large numbers of UObjects (500k+) that are using World Partition want to enable GC actor clustering to handle streaming levels but no performance gains are realized when enabling GC clust ...
When an object, such as a cube, is animated in sequencer and that object's path intersects a stationary character with a character movement component, the object will pass through the character with ...
Actor foliage does not respect the "foliage.CullDistanceScale" console variable. This was brought up in a UDN: [Link Removed] ...
Nanite foliage static meshes do not respect the "foliage.MaxEndCullDistance" console variable setting. This was brought up in a UDN: [Link Removed] ...
When selecting an asset in a level instance that is being edited via LevelInstance/Edit, the silhouette of the object is visible through occluding nanite meshes. This has the effect of disabling th ...
When the actor goes out of dormancy, it will replicate its push model property, even if it hasn't been marked as dirty. In this case, it seems the value of the property is not written to the shadow ...
In FMaterialInstanceEditor::RefreshOnScreenMessages, there is a check for sRGB on Normal and Mask samplers. The issue is the check uses a TextureCompressionSettings enum cast to EMaterialSamplerTyp ...
Because the component's subobjects are replicated before the component, the content block for the subobject is received before the component has been created on the client. Since this subobject is c ...