Certain particle systems freeze when rendered in Fullscreen mode during PIE with Text Block added within Widget Blueprint. From what I could tell it is the GPU particles that are freezing. Note I n ...
Scale is used as part of the rotation calculation for transform multiplication, and it can have an effect in the sequence transform origins. It's expected that scale is completely ignored, and shou ...
Recording attachment will can add multiple sections to an attach track in Take Recorder. ...
void UMoviePipelineBlueprintLibrary::ResolveFilenameFormatArguments(const FString& InFormatString, const FMoviePipelineFilenameResolveParams& InParams, FString& OutFinalPath, FMoviePipelineFormatArg ...
Increasing the multiplier past a certain point causes sounds on a Quantization Boundary to struggle to play at the correct time. The repro above uses 1/32, but this also repros with other values. ...
When using UV scrolling for a flipbook-like animation in Animation Sequence, creating keys with "Constant Tangent" settings on Curve Editor does not result in an instantaneous change to the specifie ...
The Line Attractor node seems to render differently (have different strengths) between Cascade Viewport, Editor Level Viewport, PIE and Standalone/Launched Game In trying to capture movies for this ...
Custom Events with duplicate input names will not compile. This does not occur immediately: creating two Custom Events with two identically named inputs will not cause a compile error, but if you re ...
FSuggestProjectileVelocityParameters was introduced in 5.4 and has a FCollisionResponseParams member that's initialized as a mutable reference to FCollisionResponseParams::DefaultResponseParam. str ...
After a viewport is more than 4096 pixels wide, Lumen's specular reflections buffer cuts its width off at 4096 pixels. It appears that the affected buffer is "Lumen.Reflections.ResolvedSpecularIndi ...