Referece to the source level should be fixed by FReplaceObjectRefsArchive, but it is not working because ArIsModifyingWeakAndStrongReferences is not set. It can be fixed by setting the flag.class FR ...
Collision build at runtime for LiDAR point cloud does not apply. This applies to Editor and Standalone. If you do not allow collision builds at runtime, this module should not be available at runtim ...
Specifying which orientations the iOS app supports are not honoured correctly. ie: a landscape only game will still render in Portrait mode even when Portrait is disabled in the iOS Settings panel ...
It appears as if the primary screenpercentage is being sent as the screen size to separate translucency materials, even though separate translucency has its own screenpercentage (r.SeparateTransluce ...
It looks like the skylight is not updating the CPU side SH values when Real Time Capture is enabled, and thus old/empty values are sent to the fog. ...
Possessables bound to spawnables in parent sequences can break after the parent it de-spawned. ...
This behaviour is only observed when implementing the function as a custom event from a blueprint interface. This behaviour is not observed in actors where the blueprint interface function is implem ...
Result : only the layer not ending with _0 or _1 will actually render (i.e. Layer0 in the previous example) Expected result : all 3 layers can be painted, no matter their name ...
There is a workaround to set r.VolumetricRenderTarget.Mode=1. The lines appear to be coming from the temporal component of the Volumetric Clouds. Each frame, the lines are merged in from the previou ...