There is a buzzing artifact on shadows that is seen in the provided test project. The problem seems to be far more subtle when VSM is turned off. Licensee mentions that turning r.Velocity.ForceOutpu ...
UCharacterMovementComponent::ReplicateMoveToServer checks IsReplicatingMovement before sending moves to the server, but the server does not check IsReplicatingMovement when processing these received ...
When negative scaling is applied to an instance of an ISM, the instance transform is updated to apply a rotation instead. The same thing should happen when packing actors into ISMs for Packed-Level ...
UDN: https://udn.unrealengine.com/s/case/500QP000009NxNBYA0/deleteallmaterialexpressionsinfunction-doesnt-delete-all-expressions-in-one-go?fromCase=1 A UDN user is reporting that the delete_all_mat ...
The editor might crash when stopping PIE in some scenarios ...
From PCGVolume.cpp: PCGComponent = ObjectInitializer.CreateDefaultSubobject<UPCGComponent>(this, TEXT("PCG Component")); The Component name with a space does not support a round trip through FSof ...
Non-nanite static mesh components still show an individual highlight outline which individually selected even with other non-nanite static mesh components in the same actor. This is different when t ...
From a UDN, they also mentioned: Update: I added CommonUI to the test project to try the "Consume pointer input" setting. It behaves the same way as our custom input blocking widget in that the in ...