Beetles no longer swarm on demo station mesh (only on the ground underneath), and beetles walks inside the head mesh more often than they did in UE4. ...
If you have an Animation Notify State and set it up on an animation to start at the exact beginning of the anim sequence and finish exactly at the end (I have attached a picture of this). It doesn't ...
Changing to the perspective camera from a locked camera calls FLevelEditorViewportClient::SetActorLock I'm not sure exactly why it sets the camera to the cached pilot transform and then sets it bac ...
Encode71 and Decode71 in DeferredShadingCommon.ush are functions that convert 8-bit values to 7-bit values and mask values, and licensees have reported that the accuracy is insufficient when usi ...
In editor, data layer system respects the data layer settings for each actor, but at runtime, the condition check is made collectively for each actor cluster, resulting in differences in behavior. ...
A PCG actor is assigned to a DataLayer and placed inside a Level Instance. Then that Level Instance is placed into a World Partition map. When the SpawnActor node in the PCG graph is set to MergePCG ...
Method FNiagaraScalabilityManager::ProcessSignificance() iterates on indices from Context.SignificanceIndices and uses them to access the State and ManagedComponents arrays. It can then decide to cr ...
It appears that notify track does not follow the size of the custom window scale. As a result, display problems may occur, and events may be placed in unexpected positions. This is similar to [Link ...
Reported in SF [Link Removed] and [Link Removed] Users on Mac are reporting inconsistent rendering results for Lumen in image exports that do not include any settings changes. When exporting some ...
In the Enhanced Input System, when using a UInputTriggerChordAction to define a chorded input (e.g., Shift + W), the automatic chord blocking system (UInputTriggerChordBlocker) only functions correc ...