According to the licensee, this problem is caused by a variable inconsistency in Cvar. The cause seems to be the difference between the CVar reference when generating RayTracingSceneRHI and the CVa ...
When a Niagara System is placed at around 10^8 units away from the origin, the movements of the mesh particles aren't smooth as expected, but jumpy. These particles behave as if they are using a flo ...
Licensee reports: Dug into this further and our iOS devices aren't receiving any of the handshake messages sent by the Session Frontend (or any other UDP messages for that matter) because multicast ...
Only 2 digits are visible in the size box that holds values between 1.0 and 0. Meaning most values will contain 3 digits. This is different from UE4 where more digits are visible. ...
If re-define the macro USE_CIRCULAR_DEPENDENCY_LOAD_DEFERRING to 0, the component is editable in detail panel. But I'm sure it's not a good fix. ...
Orange Screen when using the VR preview mode with the oculus rift (runtime 0.6.0) appears with the following message "Application is paused while an old SDK application is rendering." ...
Setting the Play Sound 2D start time after 0.0 will not apply when a input event is triggered, The sound will always play at the start. This does not occur in 4.27 ...
When using the Add Child Actor Component node with a class set on the node with Blueprint Nativization enabled, the packaged game crashes upon launch. A workaround for this is to leave the class bla ...
Once a static mesh have generated LODS, the only lightmap index value the static mesh editor's UI accepts is 0. We should be able to set the index to any value between 0 and 3 as long as there are ...
Application crashes when deploying a game to iOS with Metal enabled. This has only been reproduced if a sub-level has been added to the starting level within the project. This seems to only happen ...