When changing the pixel density for PSVR it appears that some post processes shift slightly in the Right eye ...
In non-editor builds UAnimInstance::GetInstanceTransitionTimeElapsed always returns 0.0f. This is caused within FAnimNode_StateMachine::Update_AnyThread due to: #if WITH_EDITORONLY_DATA NewTra ...
Crash occurs when enabling Forward Shading and restarting the editor when prompted. The editor continues to crash with every attempt to open after this point as well. ...
"This ensure is intended to catch regressions where rendering programmers add a loose parameter to LocalVertexFactory, breaking dynamic instancing on regular static meshes. InstancedStaticMeshes c ...
This appears to be tied to the integer time conversion. Converting in MovieSceneToolHelpers::CopyKeyDataToMoveAxis does not account for frame rate when converting tangents. I tested multiplying the ...
The processing related to WindDirection in AnimDynamics( in FAnimNode_AnimDynamics::PreUpdate ) does not consider other than ComponentSpace.// Setup wind data Body->bWindEnabled = true; Scene->Get ...
When executing "ShowFlag.Rendering 0", it occur the memory leak because it can't run RHICmdList.ImmediateFlush(). The following code is a workaround. DEC_MEMORY_STAT_BY() is ImmediateFlush. Witho ...
After invested, noticed that the exported morph target animation generated two separated Morph Modifier for each individual Morph Target in Max to achieve the final result instead of using only one ...
Pooled memory will not be reclaimed from emitters with disabled LODs if Disabled LODs Keep Emitter Alive is checked. ...