The velocity when moving the root is output, but it seems that the velocity for each deformation is not output. Since motion blur and TSR use velocity, problems such as ghosting may occur. ...
It seems that the numbers are rounded in VertexFactoryCommon shader. The cube consists of vertices that are very far from the origin and are placed on the screen by placing them at coordinates that ...
BoneList and BoneFilterActionOption in LOD0 of LODSettings are filters by the following code. void FSkeletalMeshLODSettingsDetails::CustomizeDetails(IDetailLayoutBuilder& LayoutBuilder) { ... st ...
After triggering a breakpoint in blueprint, variable getter nodes can display the value of a different object than the node's target. For example: if an actor class has a value MyBool and the bluepr ...
I believe this is happening because when you change your logged in user, the Slate Application will automatically create a new second slate user with an ID of 2. This is bad because the Slate App is ...
Non-instanced object ref properties are incorrectly being skipped at property initialization time when Blueprint class instances are spawned with the fast property initialization path enabled. This ...
Licensees report that the definition of the USES_PER_INSTANCE_RANDOM macro only considers it in the context of the base material. As a result Per Instance Random used only in material layers does n ...
Console history is saved correctly in 5.1. The cause is input.ini in EnhancedInput and InputDebugging added in 5.2. Removing these files are a work around. ...
The user has a proposed fix for this in the case. FMaterialResource::IsDualBlendingEnabled needs the following modification that includes MaterialInstance check: bool bMaterialRequestsDualSourceBle ...