The transition ratio getter simply uses ElapsedTime/Crossfade for the alpha on the transition. Normally this is sufficient, although if you blend between two states A and B such that you interrupt ...
A DynamicNavMesh within a NavMeshBoundsVolume placed in a SubLevel will disappear if loading/unloading another SubLevel that has completely nothing to do with the DynamicNavMesh. Using a setup with ...
An Engine plugin with the Program module type and EnabledByDefault set to true can cause the Engine to fail to build successfully due to UHT failing. I was only able to reproduce this behavior using ...
Listen For Input Action firing erroneously. Confirmed in 4.26 MAIN @ CL 11536993 ...
We are attempting to use Mutable in 5.6.1 and have encountered an issue which we are not sure how to resolve. The issue occurs when using the ClipWithUVMask node. In short we have a customizable o ...
Changing the state of a PrimitiveComponent->BodyInstance while SetSimulatePhysics(false) updates the game thread but does not update the physics behavior. In the repro project provided (see addl in ...
Shortcuts do not appear to work for the visual logger in the editor preferences ...
The licensee has reported, and I was able to reproduce, that specifically in package builds targeting Development configuration, trying to toggle the SmartLinkEnabled state of a NavLinkProxy will cr ...
If a user set the transform of a Body from the game thread and physics is running multiple async ticks perf game tick, the transforms might be being calculated incorrectly. ...
Since changing the temporal history buffer to 11:11:10 from FP16, it looks as there is visible dithered quantization to remove banding when rendering. (Taken from conversation on Forum Post linked f ...