If Entering sleeping state and applying external force are same time, the external force is nullified and the vehicle stops immediately. p.Chaos.Solver.SleepEnabled 0 or __ setting SleepLinearVel ...
The desired behavior from a user perspective here is that they'd be able to use Static Switches in a decal master material to toggle different features and behaviors. In the above setup, if I set th ...
This is not a regression. Tested in //UE5/Release-5.0 CL20979098 The array for Vector Parameters isn't getting populated when called from a Dynamic Material Instance. ...
In UGameInstance::StartPlayInEditorGameInstance, the server instance will go through the normal process of creating the URL using BuildPlayWorldURL, which checks the FGameInstancePIEParameters' bSta ...
It seems that when comparing the custom versions for a replay (in the "operator<<" defined in ReplayTypes.cpp), the value retrieved from the FCurrentCustomVersions is not the value set at runtime, b ...
I believe this is happening because when you change your logged in user, the Slate Application will automatically create a new second slate user with an ID of 2. This is bad because the Slate App is ...
After updating the NVidia graphics driver to v.552.74+, reflective/mirror materials appear broken and render with black and white lines in VR mode if they are in a level with a Post Process Volume w ...
During seamless travel, when a client loads into the destination level it will call APlayerController::ServerNotifyLoadedWorld, including when it finishes the travel before the server. When the serv ...
For the same project and the same filter, Object Mixer returns a different set of actors on 5.8 than it does on 5.7. Actors that the World Outliner hides now appear in the Object Mixer list. Editor ...
When a specific configuration of HDR cvars are set, PIE in a New Editor Window will not render the game world. Settings (For DefaultEngine.ini): ```[SystemSettings] r.AllowHDR=1 r.HDR.Display.Color ...