HTML5 projects are not loading properly on itch.io, this may be occurring on other HTML5 upload websites. Adding https into the myproject.html does not seem to make a difference, as Kafu has recomme ...
If the MapsToCook is set in the editor using the "List of maps to include in a packaged build" and the project's directory is moved, the list is no longer valid as it was pointing to the specific fi ...
Flickering When adding a moving texture to the stereo layer and holding the teleport button in the VR template. An additional note, is that the FPS appears to shoot up above 90 (up to around 120+ fp ...
Automatically generated navlinks are failing to be detected by FNavMeshNodeFlags::IsNavLink. The area flag assigned to the navlink end points is not including the NavLinkFlag. ...
In the New C++ Class window when naming the project, if Public or Private are selected (next to runtime) all classes created after that point will assume Public/Private with no option to have neithe ...
FastPath can't handle TMap (maybe any other container type too) in AnimGraph causes this crash. FastPath copies TMap property to the AnimNode member property directly like MemCopy. So two properties ...
This was reported in a UDN. Jeremy M. originally pointed out that the stepping looks to be caused by high res geometry sampling a low res heightmap. Additional observations:Loading the tile in w ...
The licensee wants to record the same number of frames as the animation in "Content/TakeRecorder_test/Grayman/anm/". I thought that increasing the number of frames by 1F on Sequence would solve the ...
There is a duplicated block of physics replication code in PhysScene_PhysX.cpp https://github.com/EpicGames/UnrealEngine/blob/release/Engine/Source/Runtime/Engine/Private/PhysicsEngine/PhysScene_P ...
In UE 5.6, heightmap texture compression was introduced. The original implementation did not consider duplicate pixels along subsection and shared textures (multi-component) boundaries. As a result, ...