Arrays that are passed into a Multicast Event as an input are not available on clients who call the function Regression?: Yes This did not occur in 4.19.2 ...
The root of this issue is that FLocalVertexFactory is doing manual vertex fetch in the shader. In HLSL, this relies on SV_VertexId. In GLSL, it's gl_VertexId. HLSL does not include the base vertex i ...
We can see refraction gets distorted after we have a bigger PDO value, and it's not because the depth is more shallow, but looks like some kind of scene color texture lookup error. Also, not sure i ...
User experienced unexpected AI behavior and was kind enough to share a stripped down version of the project. I was able to nail down issues user was experiencing to failed enum-to-byte conversion. U ...
If the user uses world delta seconds in a calculation there appears to be some incorrect values. Note there is also a users project attached if you would like to look at that example. ...
Stereo layer appears to move/slide as the player moves the HMD from side to side when using the world locked setting for the stereo layer. ...
slack discussion: [Link Removed] ...
This is general for any UV channel past what the static mesh has, rather than specifically for UV channel 1. ...
The OnlyTickMontagesAndRefreshBonesWhenPlayingMontages setting added in 5.4 is broken. It only works because it unintentionally forces a second call to UAnimInstance::UpdateAnimation (via RefreshBo ...