Character jump height is dependent on framerate, where lower framerate can result in reduced jump height. ...
I can reproduce it, other developers reported to me too. Not a problem in 4.22 ...
Licensee reports 2048x2048 scene capture rendering causes on-screen flickering, that disappears when a 512x512 resolution is used. ...
In response, the licensee asks the following questions.Are there any plans for improvement?Is there a workaround? ...
ShooterGame demonstrates the issue where when encryption is enabled, if the (unencrypted) EncryptionAck message is dropped, the resent messages will be encrypted since the server has enabled encrypt ...
Adding keys when quaternion interpolation is enabled can lead to unexpected results. ...
The Export map will properly be updated but the creation of the import will fail with SourceIndex == INDEX_NONE From MarcA: I'm guessing the import source index is always none for native classe ...
Rendering the SkyAtmopshere component using Vulkan with and without Vulkan (SM5) enabled causes artifacts to appear on screen on Windows and Linux. This was reported and tested in 4.25.1 (CL-135 ...
One of our licensees encountered this issue. Landscape normal is calculated differently on GPU vs CPU. See screenshot below: left is GPU (with Edit Layers enabled) and CPU (Layers disabled) [Image ...