When working in a World Partition level using OFPA, trying to use the "Make writable" option instead of checking the asset out will result with the actor coming back to the map after restarting the ...
A race condition occurs in the InitSplineVertexFactory_Internal }}function call, which is distributed across multiple threads. This causes {{FSplineMeshVertexFactory to be instantiated multiple time ...
A licensee reports that the color picket widget in Unreal Editor closes whenever a blueprint actor (map placed instance of an actor blueprint) receives a property changed event, even if the change e ...
Summary When CreateShapes_AssumesLocked fails during async body creation, the failed FBodyInstance is left in Bodies[] with a released actor handle. InitDynamicProperties_AssumesLocked is then called ...
Passing through the vertex interpolator, the DebugFloat3Values output appears garbled, but if you remove the VertexInterpolator the particle’s position is accurately returned. This happens with Part ...
A licensee has reported seeing a repeating brick-like pattern in volumetric clouds when they overlap with very distant geometry (or at the transition between nearby and distant geometry). The artifa ...
In MassEntity-based crowds, when an agent transitions from Stand to Move and begins walking, the Avoidance trait parameters StartOfPathDuration and StartOfPathAvoidanceScale, which are meant to temp ...
On a DDC hit, the SubstrateMaterialBsdfFeatures variable restored into MaterialCompilationOutput is not copied into SubstrateTranslatorData.SubstrateMaterialBsdfFeatures, which is referenced by the ...