The last level of impostors in PCG volumes render incorrectly after updating from 5.3 to 5.4. ...
This seems to occur because of how reliability and the retransmission of dropped data is handled in the engine. If a reliable bunch is dropped, the entire bunch will be resent, but any unreliable bu ...
This seems to be because IsNetRelevantFor checks if the actor is hidden, resulting in a hidden actor not being considered relevant to clients. However, if it is a net startup actor, this will result ...
The CVar "r.Shaders.Optimize" cannot be set to false from DefaultEngine.ini in the section "[ShaderCompiler]" as its help text describes. Also tested on UE5-Main, CL: 34200103 ...
The Vertex Interpolator Material Expression appears to collapse separate instances from separate Material Layers, leading to visual artifacts when used. Also tested on UE5_Main, CL: 34200103 ...
Unless a property is set to REPNOTIFY_Always, we compare the property's received value to the current value on the client before calling the OnRep function. However, when determining if a fast array ...
UCharacterMovementComponent::ReplicateMoveToServer checks IsReplicatingMovement before sending moves to the server, but the server does not check IsReplicatingMovement when processing these received ...
In FReplayHelper::ReplicateActor, we check Connection->ClientHasInitializedLevel(Actor->GetLevel()) to see if the actor should create a channel or not. However, the DemoNetConnection does not have a ...
This may possibly be due to FReplicationWriter::CanSendObject waiting for CreateConfirmation. ...
Conversation moved to Comments to allow for public visibility. ...