Vulkan Multibuffer Lock mechanism for ReadOnly does not appear to be implemented. Temporary workaround has been provided to licensee. ...
Grouping objects with individual pivot offsets causes a new offset location to be selected after manipulating the groups rotation or translation. ...
When trying to copy a setter node for a GameplayTag variable from one eventgraph to another eventgraph the engine crashes. If the blueprint that is copied into has a GameplayTag variable with the sa ...
When a slate element that uses a png with a transparency the edges have a black outline. When the Widget3DPassThrough material is applied to the widget the effect is lessened, but is the outline sti ...
Objects attached to a spring arm component, moved by changes to the target length/rotation, do not have their overlaps updated. USpringArmComponent::UpdateDesiredArmLocation calls USceneComponent ...
The eyes in the Digital Human demo don't look correct with Ray Tracing Translucency enabled in the post process volume. Found in 4.24.1 CL#10757647 Reproduced in 4.23.1 CL#9631420, 4.25 Main CL#111 ...
The FailsafeArea of NavModifierVolume is generated at a different location from the center of the actor when it rotated. This means that the effect of rotation is incorrect. (see attached file) W ...
The frame appears to be getting skipped entirely, but the timing for the frames on either side of them is correct, ie: if frame 10 is skipped, frame 9 and 11 still match the working case, so the ove ...
This is because FFbxExporter::ExportStaticMeshToFbx() does not correctly determine the OverrideMaterials. Therefore, the following code will not pass.else { Material = StaticMesh->GetMaterial(P ...