The DumpShaderStats console command doesn't output any shader stats because the code to calculate that information in DumpShaderStats (Shader.cpp) is commented out https://github.com/EpicGames/Unrea ...
Non-nanite static mesh components still show an individual highlight outline which individually selected even with other non-nanite static mesh components in the same actor. This is different when t ...
A spline component continues to be visible and editable in-editor despite all attempts to disable the functionality through the component's settings or uproperty specifiers. ...
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The screen jitters when animating the size of the filmback of a aspect ratio constrained Cine Camera. Following behavior was observed by the customer: MRQ: The expected behavior - bars smoothly in ...
Creating a MID makes the render state dirty and the engine will recreate a new scene proxy without the current attitude. This results in rendering the object in incorrect location. Here is a tempor ...
Licensee found that when creating a UObject class with DefaultToInstanced and EditInLineNew specified, and then a derived BP was created using the UObject class and used as a variable type in an act ...
This issue seems to occur due to the client keeping the NetGUID for the class/object, while the server will clean up this NetGUID during travel. When the client sends the class and its NetGUID as pa ...
SkeletalMeshActor using a PhysicsAsset with custom box shapes may flicker rapidly in Editor when not selected, and also flickers in PIE mode. If occlusion culling is disabled the flickering stops. ...