Since 5.3 customers have been reporting flicker with water surfaces, demonstrating that in 5.2 this flicker is not present. [Link Removed] ...
Following code works as a workaround void FClusterUnionManager::HandleAddOperation(FClusterUnionIndex ClusterIndex, const TArray<FPBDRigidParticleHandle*>& Particles, bool bReleaseClustersFirst) ...
SAnalogSlider calculates FastestStepTime by multiplying the step size value by a constant, resulting in high numbers for larger step sizes. This gets lerped from 1 and used as the repeat time, resul ...
Deleting an actor that has soft references to it will not trigger a message box to confirm the deletion nor provide the list of other actors that reference it unless they are dirty. ...
As with shader compilation, some third-party plugins need to accumulate information about all UObjects cooked in a cook session, and write their data to a database at the end of the cook; the databa ...
From licensee: The streaming bounds of an instantiated level instances are incorrect in the world partition editor. When the bounds are computed for a level instance during FLevelInstanceActorDe ...
This is a quality-of-life issue for UE users. The issue was also detailed by the UDN user in a video in the linked UDN case. The Blueprint Editor provides an "Override Function" functionality in th ...
The FLinearColor implementation for FVulkanDynamicRHI is incorrect. FLinearColor stores 32 bit floats in linear space, while FColor stores 8 bit integers encoded with sRGB applied. The implementatio ...