Currently FInternetAddrBSDIPv6::SetIp(const CHAR* InAddr, bool& bIsValid) does not handle all valid formats of IPv6 addresses. Need to rework the function to be more robust, and properly handle all ...
Each time the editor opens a project, the INIalt text file changes, adding 10 pixels to the width and height of floating sub windows, thus negating the usefulness of the "Save Layout" feature. *Obs ...
The unpossessd controller will not be removed from UWorld::ControllerList unless destroyed. This causes null access to the ControllerList when GC occurs during seamless travel execution. The unposse ...
When GlobalInvalidation is enabled, do not update to the position set by SetPositionInViewport. It works fine when GlobalInvalidation is disabled. ...
First Person Scale and First Person Field of View on camera components do not apply to the depth prepass when rendering First Person View meshes, leading to a mismatch between the depth pre-pass and ...
Planar Reflections seem to be inverted on mobile devices. The angles seem to be off too. ...
When swapping the audio output device while running PIE or a packaged game on Windows, Quartz clocks stop. Does not repro in Release-4.27, but can be reproed in Release-5.0. ...
Camera shot blending on Sequencer does not work when Reverse Play. If we place two cameras in a scene and just blend them by Camera Shot track in sequencer, the view point is interpolated between th ...
When DrawMaterialToRenderTarget function is called on tick and actors are spawned in game, the lumen shadow/GI visually flickers. Debugging shows that the lumen screen probes are flickering as well. ...