This will result in not getting the Phys Material when doing collision query. Info from the UDN "Having stepped through the ULandscapeLayerInfoObject::PostEditChangeProperty I can see that the U ...
The modules file that is generated when packaging a plugin appends a number to the end of the .dll reference, similar to hot reload modules. This causes the reference to refer to a nonexistent file. ...
Attached Project: [Link Removed] Since Upgrading project to 4.22, Licensee has been experiencing an Assertion crash in their built game. "I'm not exactly sure why it crashes. It's a very specific ...
A licensee has found that marking an FSoftObjectPath property as Config and Untracked causes the untracking metadata to be ignored. This is because FSoftObjectPathThreadContext::GetSerializationOpt ...
Stationary Spot Lights in Forward Rendering cause artifacts when lighting transluceny set to Volumetric PerVertex NonDirectional. When the camera is moved around the object, the lit vertices flicker ...
[Image Removed] The image above was the results after building lighting.The far right spheres all have negative scaling(-1 on Y) and reverse culling checked and are instanced.The middle set of sphe ...
Deleting a dynamic component on an actor that's currently net dormant doesn't replicate the deletion to clients, even if FlushNetDormancy is called. This is inconsistent with adding components, whic ...
Issues observed: - When bRenderStatic is on and bNoSkeletonUpdate is off, CachedMeshDrawCommands takes a significant chunk of time, because the scene primitive transform is being updated every fra ...