UGroomComponent::TickComponent sets bResetSimulation = true every frame when the component is not visible. This causes NiagaraDataInterfaceHairStrands to triggering a full simulation reset every fra ...
Using the new NDC BP nodes in 5.7 causes sorting to break; one system, regardless of world placement, is always drawn over the other. Even when the viewpoint puts the dominant system in the foregrou ...
Distance Field Ambient Occlusion produces artifacts when using Dynamic Resolution at lower framerates. ...
When a state tree tries to reenter a state that requires an event with payload data, on re-entry the payload data will contain the same value as the first entry, even if the event sent had payload d ...
When a "Float to UInt" Expression is used in a Material Graph with a valid direct input connection that fails to evaluate, function UMaterialExpressionFloatToUInt::Compile() does not catch the input ...
Unlike non-Nanite Skeletal Meshes, Nanite-enabled Skeletal Meshes do not correctly respond to the Show flag passed via ShowMaterialSection(). Consequently, the Isolate checkbox for material slots in ...
Frame-locked Sequencers can occasionally produce frames with a zero delta time due to frame number truncation. When this occurs, if the animation cursor is within the range of a Notify State that is ...
It seems like the code in RefreshSamplerStatesCallback() can overlap with FillUniformBuffer when it mutates the Wrap_WorldGroupSettings and Clamp_WorldGroupSettings FSharedSamplerState objects. Addi ...