The [bIsVisible] flag is set to [1] by the following judgment.const bool bIsInDrawRange = DistanceSquared >= Bounds.MinDrawDistanceSq * HLODState.FOVDistanceScaleSq; Judging from this code, I bel ...
When using a DoF setting and in Mobile Preview/Metal or launching on a iOS device which supports Metal, the DoF Focal Distance and Regions are ignored and the whole scene has DoF applied to it. ...
The unpossessd controller will not be removed from UWorld::ControllerList unless destroyed. This causes null access to the ControllerList when GC occurs during seamless travel execution. The unposse ...
When trying to trigger vibration through the Play Dynamic Force Feedback node, nothing happens on Android. I tested this on Windows as well with an Xbox Series X controller connected, and the vibrat ...
Calling a macro that has a delay node again before the original call's delay could finish will cause the second call to be ignored when reaching the delay node. This did not occur in 4.12.5 and is n ...
When moving Lighting Scenario Levels and their associated Map Build Data Registry to a new folder within the Content Browser, the references within the Levels tab are updated as [MapName_BuiltData]. ...
When creating a static mesh from a Procedural Mesh Component that has been used by a Create Mesh Section node, the editor crashes. The editor doesn't crash when selecting the Create Static Mesh butt ...
SkeletalMeshActor using a PhysicsAsset with custom box shapes may flicker rapidly in Editor when not selected, and also flickers in PIE mode. If occlusion culling is disabled the flickering stops. ...
When using a particle system in a blueprint and then moving the particle system off screen and then back on there is the node "Is Active" that can check to see if the Particle is still active. When ...