The Vector VM has only every supported a byte's worth of external function calls, when we blew the limit it would index into the incorrect VM call. The new VM will also overwrite memory when exceed ...
When TSR is active, the scene is dark, and a foreground object is lit, modifying the Film/Slope value on a PostProcessVolume can lead to TSR ghosting. TSR occurs prior to Tonemapping, so the issue ...
Our character is using the Pose search setup from GameAnimation content example. The architecture of the system is most the same with some new function that account for some input difference and sp ...
We are seeing TPose issues when swapping between EDL shots on skeletal mesh actors. We have spawned skeletal mesh actors added to a Level sequence that are set to use an animation blue prints which ...
When the r.Lumen.ScreenProbeGather.TracingOctahedronResolution is not a power of 2 or LumenFinalGatherQuality in a Post Processing Volume is set to a value such that the TracingOctahedronResolution ...
This issue does not occur if the RPC is not split into partial blobs. The RPC is received on the non-replicated component if Iris is disabled. ...
The JSON export functionality for DataTable relies on a FieldIterator to gather properties. This iterator is unable to gather the properties from the InstancedStruct. CSV export functionality works ...
[Link Removed] When camera tracks are activated, saving the sequencer results in captured anomalies: 1. Incorrect aspect ratio 2. Additional post-processing effects such as lens flare appear 3. ...
ULandscapePatchComponent::SetIsEnabled, IsEnabled, etc. are all callable from BP but not from c++. This is not convenient for licensees ...
ULocalPlayerSaveGame::IsSaveInProgress always returns true after the first save is requested. This is due to the return statement checking if either an error has yet to be reported or a success has ...