Reported here [Link Removed] Also see attached screen capture. Could be that we do not pause rendering when resizing. ...
When spawning an actor, we don't seem to replicate the scale if it's set to (1,1,1), even if the root component's default scale is different to this. This results in the client using the default sca ...
Video of issue provided by licensee can be seen here - [Link Removed] ...
BoxCollison's OnComponentHit event is not triggered when BoxCollison hits a spawned actor with simulate physics enabled. The event is triggered if the same actor has been placed in the level beforeh ...
When starting a PIE instance using the "Selected Viewport" play mode, the ability to start another PIE session is blocked (handled in FInternalPlayWorldCommandCallbacks::PlayInViewport_CanExecute). ...
5.0:[Link Removed] 5.3:[Link Removed] Attached is a video of the two screenshots overlaid and lined up by their top edges. It appears that the Begin Play node (and others?) have more padding now, w ...
[Link Removed] post process material is blacking out our left eye A test project is provided. ...
Non-clustered geometry collections applied RemoveAllAnchors are not put into FPBDRigidsSOAs::DynamicGeometryCollectionArray, so acceleration is not reset every tick and they fall super fast. The fol ...