Actors that reside in TMap blueprint variables refer to the Editor actors not the copied UEDPIE actors (that we'd expect) when accessed in PIE. This is not the case in standalone; this only occurs f ...
IntValue and BoolValue is always indefinite value in UAIDataProvider_QueryParams::BindData(). Attach the result of Watch in VS. ...
[Link Removed]I think it is because that the "bOnChipSunMask " is false as Distortion activated (MobileShadingRenderer.cpp line 378), the "UseFetch" is true as the Android device support shader fra ...
The position of game windows from Standalone Game mode are not saved properly when multiple windows are used. The placement of the windows upon the next launch ends up placing all of the windows on ...
Blueprint enumeration editor is not adding new enum values. ...
GenerateVisibileRayTracingMeshCommands Severely Reduces Foliage Performance Even if no RayTracing is Used. Found in 4.23 CL# 8386587 and 4.24 CL# 8748719 ...
Unexpected behaviour when painting skeletal meshes with small radius brush. This does not occur with static meshes. Confirmed in 4.25 MAIN @ CL 9730599 ...
Materials with mask and pixel depth offset appear to be empty in Shader Complexity viewmode in SM5. Both happens in material preview and world viewport. [Image Removed] Works fine in ES31. [Ima ...
IsVisible()/IsVisibleInEditor() should be a contribute to the logic in ShouldRender(). NOTE: This code was written during the UE3 life cycle. Found in 4.22 CL#7053642 ...
The problem is that the camera is evaluated when the sequencer is played, but the animation does not seem to play properly. It seems that the licensee found this problem when implementing it in C++, ...