When you enable the physics substepping, if you run the console command p.Chaos.Solver.DebugDrawSpatialAccelerationStructure 1, you can see how does not follow the physical object. The user that rep ...
Sparse volume textures displayed in Heterogeneous volumes are only visible in the left eye, as well as Niagara Fluid Sims. UDN for reference: [Link Removed] ...
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When using ChaosCacheManager to simulate destruction of a GeometryCollection, destruction is not simulated when Nanite is ON for the GeometryCollection. In the editor, destruction is simulated rega ...
[Link Removed] UDN user found issue. Reproduced internally with custom debug code. ...
When you are playing a game on PC (especially local multiplayer) many developers want to change how input devices are "mapped" to different players. For example, a single player game might want the ...
Camera shot blending on Sequencer does not work when Reverse Play. If we place two cameras in a scene and just blend them by Camera Shot track in sequencer, the view point is interpolated between th ...
We've had two reports on UDN where FInterpCurve<T>::FindNearestOnSegment returns either "NaN for the final value in the DistancesSq array during the first Newton iteration step." The licensee on on ...
TLDR: need replace DOF's TAA pass with a TSR pass that support Circle of Confusion, and better wuality by having one of each for foreground, slight focus, and background ...
When creating an anim streamable we immediately fail a check in the compression code in FCompressibleAnimData::FetchData: checkf(AnimSequence, TEXT("Invalid animation sequence while trying to fetc ...