As with shader compilation, some third-party plugins need to accumulate information about all UObjects cooked in a cook session, and write their data to a database at the end of the cook; the databa ...
Due to the way input is handled on the MoverExamplesCharacter, including AnimatedMannyPawn, we have a delay in the time between when an input event occurs and when it is ingested by the movement sim ...
Consider a Niagara System with an Emitter in "Global Space" that has "Interpolated Spawning" active and a "Spawn Burst Instantaneous" module with a "Spawn Time" of 0.0 (for example, the built-in Con ...
From licensee: The streaming bounds of an instantiated level instances are incorrect in the world partition editor. When the bounds are computed for a level instance during FLevelInstanceActorDe ...
This is a quality-of-life issue for UE users. The issue was also detailed by the UDN user in a video in the linked UDN case. The Blueprint Editor provides an "Override Function" functionality in th ...
The FLinearColor implementation for FVulkanDynamicRHI is incorrect. FLinearColor stores 32 bit floats in linear space, while FColor stores 8 bit integers encoded with sRGB applied. The implementatio ...
UAssetManager::ChangeBundleStateForPrimaryAssets allows adding new BundleNames to the list of BundleNames loaded for a PrimaryAssetId. Each BundleName specifies a BundleEntry with a list of assets. ...