When the USplineComponent::GetDistanceAlongSplineAtSplinePoint() function is called, the value returned is not accurate if the point approaches the range of 0 - 10 % or 90-100% of the spline. ...
When the camera is outside of a certain distance from a point lights attenuation radius the VSM of that point light stops caching shadow maps. This can also be reflected in the output from the 'r.S ...
Currently UAnimSequenceBase::OnModelModified assumes that a notify is linked to a sequence and not a montage. This causes branching point notifies to lose their linked montage when being updated an ...
When using a point light far from the world origin the light will have banding. The shadow bias and filter sharpen can help but they are not as consistent as settings near the world origin. The only ...
On the Nvidia Shield (portable with the controller attached) if you have a dynamic directional light and at least one dynamic point light no lights will be rendered in the level. Or even just using ...
The new ES2 movable point lights look promising. Unfortunately, there seems to be an issue with them in HTML5 builds. They work great in the ES2 preview mode in the editor, but when running in an ac ...
Extremely long Spline Point will cause the editor to lose FPS and crash some machines User Description: A couple of times I've accidentally scaled a spline node to be huge, causing the spline to ...
Regression: Tested in UE5/Release-5.0, this issue also occurs meaning regression is no. The Niagara System appears to jitter whenever a force is applied after the Rotate Around Point module. If the ...
Spline Mesh Component doesn't render if two spline points are placed exactly above and below each other. If they are offset by any value other than 0.0, the Spline Mesh component will be rendered as ...
When using a Direct Capsule Shadows on a skeletal mesh with a Stationary Point light, depending on the point lights placement, light source radius, and nearby surfaces will cast the shadow on the op ...