Because UniagaradataInterfaceChaosDestruction::HandleTrailingEvents does not respect incoming TrailingEvent data, the debris velocity during chaos cache playback is always evaluated as zero. The fo ...
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 ...
After the second recording time, the event listener registration in FGeometryCollectionCacheAdapter::InitializeForRecord is skipped. Here is a workaround :// We only need to register event handlers ...
Users note seeing multiple accounts being added to Horde's user collection with the same account details. ...
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 ...
See [Link Removed] for original report. UAbilityTask_ApplyRootMotionJumpForce has a slightly different flow than other Root Motion Source ability tasks. It is the only one that allows EndTask to b ...
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 ...
When we set up the draw calls for ISM with GPU LOD selection we submit a draw call per LOD. For this we calculate the minimum and maximum possible LOD with a call to ComputeLODForMeshes() in FReleva ...
When calculating LOD for instances on GPU in NaniteCullingCommon.ush we use:float RadiusSq = length2(LocalBoxExtent); This doesn't exactly match the CPU logic for static mesh component LOD select ...