Using MobileHDR on an actual MetaQuest device (MQ3 tested) causes an intermittent hang/deadlock in the splash screen. This hang in the splash screen seem to happen maybe 1 in 5 times. The first ti ...
If a mesh is exported from the engine, reimported as a new skeleton and mesh, and then marked as a compatible skeleton. Animation will have slightly different rotations playing on the skeleton. ...
When regular texture streaming is used (not virtual textures), the largest mips are always loaded for ISM mesh textures whenever the camera is inside the bounds of the ISM even if the instances are ...
The StaticMeshImport and SkeletalMeshImport nodes don’t have the correct vertex colors imported into the Cloth Asset. ...
Hit testing for widgets contained within a RetainerWidget does not correctly account for rotation applied via render transforms . While the content renders with the expected rotation, hover and clic ...
Context UEditorEngine::OnAllPIEInstancesStarted() is a virtual function that gets called when launching Play-in-Editor. It can be overridden if the game project chooses to introduce a subclass of U ...
FGameplayTagQuery does not refresh its cached AutoDescription after GameplayTag redirects are applied during asset load. As a result, after renaming a GameplayTag and restarting the editor, the Game ...
When a Level Sequence’s Camera Cut track with When Finished = Keep State is played, the “original state” is persisted into the PreAnimatedStorage array inside FPreAnimatedCameraCutStorage. From the ...
When analyzing materials that use Material Layers, Material Analyzer reports that multiple Material Instances “share the same static parameter array” and therefore recommends reparenting so that onl ...
This is somewhat related to [Link Removed] Closed and was brought up by a [Link Removed] Setting the CVar input.bRespectIM ...