When calling EncompassesPoint on an ANavMeshBoundsVolume, the method always returns false even if the target point is clearly within the visible volume bounds. This occurs because AVolume::Encompas ...
If the static mesh has UseSimpleCollisionAsComplex and does not have any SimpleCollision shapes, The physics actor will be destroyed immediately in FInitBodiesHelperBase::CreateShapesAndActors, but ...
According to the official docs https://docs.unrealengine.com/4.27/en-US/WorkingWithAudio/Nativesoundfield/ an ambisonic submix can be rendered to Resonance or Oculus; however when doing so, while th ...
When restarting the editor the viewport will have its Allow Cinematic Control flag reset to true. ...
This behaviour is only observed when implementing the function as a custom event from a blueprint interface. This behaviour is not observed in actors where the blueprint interface function is implem ...
Normal variables with gameplay tag defaults will show up in the reference viewer.Other reference types used as a local variable default value will show up in the reference viewer correctly. ...
It appears that Texture Samplers for Virtual Textures do not respect the Tiling Method from the Virtual Texture Asset when the "Sampler Source" is set to "from texture asset". ...
After setting Affects Indirect Lighting While Hidden but before saving the level, the emissive contribution persistents through datalayer visibility toggles. This does not appear to occur in PIE, on ...
When the camera is just outside of the box bounds and it is angled directly away from it , it will start rendering the particles again (as determined by stat GPU differences) despite being out of vi ...