In 4.16, character mesh on clients seem to be in the different location than the server. So far this happens when the player start is above the ground. This does not happen when network Smoothing ...
Looking at the propagate function:void UAnimStateTransitionNode::PropagateCrossfadeSettings() { UEdGraph* CurrentGraph = GetGraph(); for (int32 idx = 0; idx < CurrentGraph->Nodes.Num(); idx++) ...
Directional light does not cast dynamic shadows after origin rebasing using world composition. There is an attached project that reproduces this. To see that the shadows load primarily where the l ...
When hovering over tooltips, the windows pop up at a very small, unreadable size. ...
This crash can be reproduced by adding a graph editor to a details customization. This crashes because the graph editor is holding a strong reference to the graph object on the actor component duri ...
SimpleMoveTo does not work on Clients. ...
Decals are no longer rendering correctly with PixelNormalWS plugged into the Emissive or Base Color input. ...
Cannot render more than one shot in a Master Sequence Regression: YES Worked: 3164219 4.14 Releases Broken: 3164583 4.15 Dev-Sequencer ...
Collision preset setting is not reflected correctly in case of original class inheriting Primitive Component. Probably the cause is UPrimitiveComponent :: PostLoad (). Since FCollisionResponse :: U ...
For reference, it was fine in 4.24 In particular, jittering is severe when the camera is moving. GaussianHalfRes has been removed in CL 14036168, which is likely to cause degradation issues if int ...