Niagara mesh particles will not face the camera when using camera position as the facing mode. The particles seem to face the direction the would if their position was at the origin. ...
Characters can become stuck and unable to move as they slide against very steep capsule collision. This seems to be caused as a result of ProcessLanded begin called within UCharacterMovementComponen ...
Buffer visualizations rendered in HDR through the high res screenshot tool or sequencer using DX12 and r.postprocessingcolorformat 1 will result in renders that only capture the first row of pixels. ...
Translucent objects ( e,g, effect, fog sheet ) blink when using Vulkan with Kirin 970 device. This issue doesn't occur on Vulan mobile preview, Snapdragon device, and Huawei honor 9(Kirin 960). ...
Increasing the spawn rate of a CPU particle sim will cause a memory leak in the vertex buffer. ...
Systems that have more than one emitter that both have unique spawn rate curves will only used the most recently added emitter's spawn rate curve for all emitters. ...
I have attached a project to reproduce. [Link Removed] The problem is that if there are multiple emitters It seems to reproduce when all Emitter is Disable. It works well if there is one Enable. [ ...
The UWorld Async Sweep functions are missing the FQuat Rot parameter of their sync counterparts and the Sweep, Overlap, and Async Overlap functions are missing param comments for their rotation para ...
Calling Seek() on video consistently jumps to the timecode which is the nearest lower multiple of 2 seconds from the input timecode. ...
Result of pressing enter when editing text in a subcomponent (of an actor that exists in world) has different behavior than elsewhere in the editor. Confirmed in 4.24 MAIN @ CL 7519848 ...