When a TInstancedStruct contains a UObject marked with EditInlineNew and DefaultToInstanced, the reference is lost after compiling the Blueprint but only when the struct is part of a native Actor cl ...
This looks to be because the debug drawing uses FQuat:Identity for the capsules, rather than the character's orientation. ...
Post: { "jobId": "685b12ad6765a5c9fefad260", "stepId": "a991", "key": "output-otem-job2", "data": { "Type": "Simple Report", "TestName": "EditorClientBoot", "Descript ...
In AnimNode_RigidBody.cpp, PhysicsSimulation->CreateActor() is being passed World Space transforms, when it should be getting Local Simulation space transforms. The licensee has reported that FAnimN ...
Lumen HWRT, combined with Niagara Mesh Renderer, can cause the Lumen Scene to be reset, resulting in a sudden change to indirect lighting. ...
Context Unreal Insights displays Timing Insights that can include GPU timing information. Rendering code such as FDeferredShadingSceneRenderer::RenderPrePass() generate such events.Problem Certain f ...
This issue happens when Sequencer loops a dynamic montage. FAnimMontageInstance::ForcedNextFromPosition is set to 0 and ForcedNextToPosition is effectively the delta time. However, FMontageSubStep ...
Using Build Paths does not create a navmesh that also includes any Actors or Objects that are unloaded and spatially loaded. The navigation system appears to load the world within the navigable boun ...
The GameplayDebugger is not updating its displayed information for the local player when attempting to select the local player. This behavior seems to only occur when the Mass category is active AND ...
The EyeAdaptionInverse node works differently for surface materials and volumetric materials. In surface materials, it allows to have a consistent glow during day and night time, however in a volume ...