This looks to be because the debug drawing uses FQuat:Identity for the capsules, rather than the character's orientation. ...
This seems to occur because the PendingNetGame is not destroyed when the instance browses to the new level to start listening. In UEngine::LoadMap, UWorld::SetGameMode will create the game mode, pro ...
A licensee is reporting that using a loading screen with the incremental garbage collector can result in a dead lock when a loading screen is displayed. The licensee found out that: -------------- ...
The world position offset input of the result node does not behave consistently. There is an obvious visual difference between the setting it by connecting a float3 color constant, versus setting th ...
Hello, We seem to have encountered some unwanted behaviour when importing certain curves from our animation fbx assets into Unreal. Some of these curves don't have keys from the very first frame, b ...
The EyeAdaptionInverse node works differently for surface materials and volumetric materials. In surface materials, it allows to have a consistent glow during day and night time, however in a volume ...
Setting the location of a node a the MetaSound Editor Subsystem to a very large value crashes the editor.Unhandled Exception: EXCEPTION_STACK_OVERFLOW Crash reporter link: [Link Removed] ...
Showing the mouse cursor and holding down the left mouse button while dragging will cause the MouseX event to broadcast incorrect axis values. ...
When lumen enabled, and with static lighting disabled, we expect the Material AO to contribute to diffuse lighting occlusion. However AO from decals does not have any effect. ...