When the following setting is added to DefaultEngine.ini, the AnimNode content is not applied during PIE execution.[/Script/Engine.EditorStreamingSettings] s.AsyncLoadingThreadEnabled=True If the A ...
UAbilityTask_SpawnActor::BeginSpawningActor assumes the incoming AActor*& SpawnedActor parameter is nullptr if no actor was spawned, but it does not initialize the parameter at the start of the func ...
Using the new NDC BP nodes in 5.7 causes sorting to break; one system, regardless of world placement, is always drawn over the other. Even when the viewpoint puts the dominant system in the foregrou ...
Distance Field Ambient Occlusion produces artifacts when using Dynamic Resolution at lower framerates. ...
When a state tree tries to reenter a state that requires an event with payload data, on re-entry the payload data will contain the same value as the first entry, even if the event sent had payload d ...
When a "Float to UInt" Expression is used in a Material Graph with a valid direct input connection that fails to evaluate, function UMaterialExpressionFloatToUInt::Compile() does not catch the input ...
Unlike non-Nanite Skeletal Meshes, Nanite-enabled Skeletal Meshes do not correctly respond to the Show flag passed via ShowMaterialSection(). Consequently, the Isolate checkbox for material slots in ...
It seems like the code in RefreshSamplerStatesCallback() can overlap with FillUniformBuffer when it mutates the Wrap_WorldGroupSettings and Clamp_WorldGroupSettings FSharedSamplerState objects. Addi ...