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 ...
On a DDC hit, the SubstrateMaterialBsdfFeatures variable restored into MaterialCompilationOutput is not copied into SubstrateTranslatorData.SubstrateMaterialBsdfFeatures, which is referenced by the ...
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 ...
We are running into an ensure that is triggered when CVarEnableVRS.GetValueOnRenderThread() is called on the game thread from FVariableRateShadingImageManager::IsAttachmentVRSEnabled. This happens ...
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 ...
Consider an array property that can be edited in the StateTree editor. This can be a State Parameter or an exposed property of a Condition or Task, for example. Each element of the array can be boun ...