ScreenSpace does not appear to work correctly when using Instance Stereo. The screen position used in the material appears to only be from one eye ...
Licensee notes issue with csgRebuild and proposes a reasonable fix. ...
Currently using FStringAssetReference and AllowedClasses will populate the asset picker with only valid instances that are currently placed in the level. This request would show all available asset ...
When the binaries for SVN were updated to version 1.9, they may have not been built to support SASL encryption. This is inconsistent with the old binaries, which did support SASL. ...
When using precomputed visibility on device for occlusion culling the landscape does not take the cameras view into account for culling objects when out of view of the camera and inside a visibility ...
LineTraceComponents do not return the correct HItLocation from Procedural Mesh Components. ...
When setting the 'r.SeparateTranslucencyScreenPercentage' variable to any value other than 100, UV world space textures begin to swim. In the example project attached, I created a simple translucent ...
If two strings or names are compared in blueprint using the Equals (==) node, it is not case sensitive in English. It is case sensitive in Cyrillic however, even though it should be the same functio ...
If Visible is off in actor details by default, Visibility track in Sequencer doesn't work in game. It appears to work when you hit play in the Sequencer Editor, but doesn't work in game. ...
bReturnFaceIndex is not being used in ConvertQueryImpactHit when calling PrimitiveComponent LineTraceComponent. User quote: When calling PrimitiveComponent LineTraceComponent with FCollisionQueryP ...