ClampedPow seems to have been added as a way to tackle common compile warnings and edge cases (particularly NaNs), but the code shouldn't be calling both an abs() then a max(). This causes negative ...
Services in the Behavior Tree sometimes don't work when the project is first loaded. The Behavior Tree will print a "missing service node" warning and the BT will remain inactive. This was reported ...
When modifying the contact offset in a project it appears to have no effect. The setting that worked in a previous engine version (4.19) now collide in the same way as the default settings. ...
The viewport is shifted by the IVideoRecordingSystem::SetRecording call. This problem occurs in play standalone mode and packaged build running as window mode. (not occur in fullscreen mode) The vie ...
It seems as though enabling the DTLS handler component no longer functions on Xbox, and it's possible enabling this packet handler no longer works on other platforms as well. It may also be worth in ...
On a landscape actor with Nanite landscape enabled, set the bUseDynamicMaterialInstance property on a landscape proxy and setup a BP to call SetLandscapeMaterialTextureParameterValue / SetLandscape ...
A UDN licensee has pointed out that they are seeing unresolved Lumen reflection artifacts when they are running their game in split-screen mode. A video of this behavior is found in the Related tab ...
When turning on the Vertex Color option in the static mesh editor, the whole viewport turns white. ...