This is similar to [Link Removed] Closed but still reproduces with an attach track. ...
The flag is not propagated in FPrimitiveSceneShaderData::FPrimitiveSceneShaderData and so is missing in GPU-Scene primitive data. Need to add: .UseSingleSampleShadowFromStationaryLights(Proxy->UseS ...
According to the official docs https://docs.unrealengine.com/4.27/en-US/WorkingWithAudio/Nativesoundfield/ an ambisonic submix can be rendered to Resonance or Oculus; however when doing so, while th ...
Normal variables with gameplay tag defaults will show up in the reference viewer.Other reference types used as a local variable default value will show up in the reference viewer correctly. ...
When the camera is just outside of the box bounds and it is angled directly away from it , it will start rendering the particles again (as determined by stat GPU differences) despite being out of vi ...
A race condition occurs in the InitSplineVertexFactory_Internal }}function call, which is distributed across multiple threads. This causes {{FSplineMeshVertexFactory to be instantiated multiple time ...
Changing the Animation Mode repeatedly creates a new instance of the AnimBP being used every time you switch back to the Animation Blueprint mode. Example Project: [Link Removed] ...
BP Struct's 'Bool variable' will reset back to it's default value on compile. ...
After painting foliage meshes on a BSP surface and rebuilding the level (more specifically the geometry), the meshes are deleted. This bug is especially nasty because you cannot Ctrl+Z after buildi ...