The shadow state used to store previous values on the client side is not GC aware, so when an object gets garbage collected it's not nulled out of the shadow state. This results in stale pointers b ...
This problem is caused by the AccessLogWriter has not been flushed at the termination. The following workaround flushes the Writer.class FFileSystemDerivedDataBackend : public FDerivedDataBackendInt ...
Overlapping shots will evaluate all shots instead of the topmost one. ...
When the user minimizes or backgrounds an AR application, and re-opens it, new AR sessions will fail to start ...
Unreal Engine should support haptics on gamepads on iOS and tvOS [Link Removed] [Link Removed] ...
After adding a member to a user-defined struct type and changing the member type to a user-defined enumeration, repeated edits to that enumeration will eventually cause the editor to become increasi ...
VLM is not handled when rebasing. The following workaround works. void SetupPrecomputedVolumetricLightmapUniformBufferParameters(const FScene* Scene, FEngineShowFlags EngineShowFlags, FViewUniform ...
I think I narrowed this issue down to bad UV coordinates being interpreted during the BasePassVertexShader execution applied to instancing. At this line in VertexFactoryGetInterpolantsVSToPS: flo ...