There's two ways to affect the commandline in CommandLine.cpp: FILTER_COMMANDLINE_LOGGING - for filtering certain or all args (if left empty) from the log. UE_COMMAND_LINE_USES_ALLOW_LIST - for on ...
Calling HideBoneByName on a bone causes that bone (and all it's children) to be translated to the parent bone's location. This code in UpdateRefToLocalMatricesInner is responsible: bool bNeedToHid ...
After updating the NVidia graphics driver to v.552.74+, reflective/mirror materials appear broken and render with black and white lines in VR mode if they are in a level with a Post Process Volume w ...
When Lumen is disabled, but the cvar "r.MeshCardRepresentation" is set to 1, Lumen will continuously enqueue object removal from the Lumen Scene, without ever emptying the array of primitives to rem ...
A lot of properties are not getting saved correctly to custom configuration files. This looks like that it can be cause by the FConfigContext::PerformLoad function. New conditionals have been added ...
When a reflection capture is unloaded due to streaming, it cannot be reloaded when the player returns to that area in the world because FReflectionCaptureData::OnDataUploadedToGPUFinal deletes the C ...
From the UDN: > Open HapticsFeedbackEffect.cpp and naivgate ~ line 150; note HapticBuffer has length populated but never write the actual buffer data. LikeReplySelect as Best Seems like a simple f ...
For instances that are not a dedicated client or dedicated server (e.g. packaged games with TargetType "Game"), GIsClient will be true, but GIsServer will be false. This leads to objects that retur ...
The ACL codecs are generating jitter in the animations on the linked UDN. This may be related to the large scale that's being applied to the root bone in the skeleton. This appears to be a regress ...