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. ...