Left Eye Renders black in VR when a PostProcess Material is applied. On Quest Right eye renders post process mat and left eye renders scene, but upsidedown. Also occurs in Packaged Project and/or ...
When Use mouse for touch is enabled, the button fires onreleased event. Here is what I investigated. Use mouse for touch enables gesture action in the button that leads to LongPress gesture fires ...
Crash when ApplyPhysicalAnimationProfileBelow node and UPhysicalAnimationComponent :: UpdateTargetActors by UPhysicalAnimationComponent :: OnTeleport run in the same frame. Because RuntimeInstanceDa ...
As soon as the visibility tool is used, we're adding references to the "/Engine/EditorLandscapeResources/DataLayer" asset from landscape components. If the user decides to cook without editor data ...
If multiple game objects are selected at once and their text field is edited, instead of getting N events, it produces N-squared events. It looks like FPropertyHandleBase::SetPerObjectValue is call ...
When inherited, it is reasonable to expect the tags added by the parent to be reflected in the children. If the parent is editted after the children, however, tags that are added or deleted are not ...
Screen space denoiser creates two types of artifacts: artifacts around boundary for general lighting The artifact is there before 5.2 but since the ray traced shadow denoiser denoises on the sqr() s ...
Hi After migrating our animation project from 5.7 -> 5.8 we notice that some level seqeunces take much longer to save (during validation stage). This issue only exhibits when using control rigs in ...
When repeatedly loading and unloading sublevels with a NavBoundsVolume, it will cause a crash when using a NavModifierVolume. When the NavMesh is unloaded, it seems that the number of the DirtyLayer ...
If the user copies and then pastes a For Each Loop the loop will retain previous data such as the array type and will cause compiling errors. ...