Reproduce and confirm what is going on with the input/output. AJA output in interlaced format, should provide 30 frames at 60fps. For each frame, 1 field should contains the odd line of the image a ...
The fast-moving ribbon particle trail looks different on the server and client. It looks as though the client was drawing the previous frame. ...
AnimCurveCompressionSettings's codec is reset to CompressedRichCurve when user open the project, so user can not keep the state changed to UniformlySampled. The following code in the constructor of ...
It's not currently possible to send a console command for to an Apple TV. The device output log window does not work as it's not connected via USB and as indicated in [Link Removed], -messaging does ...
ActorActionUtility / AssetActionUtility use SStructureDetailsView to show dialog for editing function's parameter ( FBlutilityMenuExtensions::CreateBlutilityActionsMenu ). But SStructureDetailsVi ...
Maps brought in via Load Level Instance that contain Nav Link Proxys configured to use the Smart Link instead of the Simple Link end up creating a link at the center of the world instead of their ac ...
This bug comes from https://udn.unrealengine.com/questions/492861/view.html and is a very similar problem to [Link Removed] The issue is that the code that harvests soft object references stored in ...
After pausing a simulation, sequencer does not pause. Any cloth part of the sequence does pause while the rest of the sequence is still playing. When closing the sequence and setting the sequence ...
In TranslucencyRendering.cpp, FDeferredShadingSceneRenderer::RenderTranslucency, the following code: FViewUniformShaderParameters DownsampledTranslucencyViewParameters; SetupDownsampledTranslucenc ...
The root of this issue is that FLocalVertexFactory is doing manual vertex fetch in the shader. In HLSL, this relies on SV_VertexId. In GLSL, it's gl_VertexId. HLSL does not include the base vertex i ...