ClampedPow seems to have been added as a way to tackle common compile warnings and edge cases (particularly NaNs), but the code shouldn't be calling both an abs() then a max(). This causes negative ...
The server is not seeing the correct walking animations on each of the clients and after doing some digging, we found that the Pawn->GetVelocity() function is returning something drastically smaller ...
VR Preview Window is the wrong resolution, just showing the top left portion of the entire view. Somewhat similar symptoms to -[Link Removed]-, not exactly the same though. This issue has not be ...
It seems as though enabling the DTLS handler component no longer functions on Xbox, and it's possible enabling this packet handler no longer works on other platforms as well. It may also be worth in ...
A UDN licensee has pointed out that they are seeing unresolved Lumen reflection artifacts when they are running their game in split-screen mode. A video of this behavior is found in the Related tab ...
We seem to be setting the InverseInertia to zero, even though the InverseMass is non-zero. FPBDJointUtilities::ConditionInverseMassAndInertia assumes that the inverse inertia is only zero if the in ...
Using the console to set mouse sensitivity locks mouse movement to the X axis. ...
Decals fading in with Fade Duration set to zero. Found in 4.21 CL# 4753647, 4.22 CL# 7053642, 4.23 Preview 5 CL# 7838574 ...
Result : all the RTs allocated for edit layers (in global merge mode) will be padded to the next power of 2 for no good reason, which can lead to out-of-VRAM (as reported by [Link Removed]) ...