On Linux machines users are unable to uncap their framerate in the editor. This issue has been observed in multiple maps, including TM-URO and TM-AnimPhys, as well as Third Person Blueprint projects ...
A Nanite primitive casting a CSM shadow on another Nanite primitive with "Cast Shadows" disabled, will have it's shadow disappear completely when r.Shadow.CSMCaching = 1. ...
When using distance fields with instance meshes from the foliage tool everything works correctly, however, when simulating or PIE the distance fields will be removed. This working correctly in 4.7.5 ...
Bug report from AnswerHub. Need to figure out why C++ functions tagged NetMulticast and BlueprintCallable send the wrong paramters to some clients. ...
Skeletal meshes do not respect collision changes from World Dynamic, always returns as Dynamic. Regression (no) issue (does) occur in 4.12.5 ...
Here's a quick chart showing the current multiplicative pyramid style scaling that's occurring.Import ScalingLOD0LOD1LOD2LOD32.0248160.50.50.250.1250.06255.0525125625 ...
In FReplayHelper::ReplicateActor, we check Connection->ClientHasInitializedLevel(Actor->GetLevel()) to see if the actor should create a channel or not. However, the DemoNetConnection does not have a ...