UDN report: Hi, This is not really a question, but I just wanted to point something. It seems that the PseudoVolumeTexture method in common.ush is not working the same way between DirectX and Ope ...
Running a packaged game with DX12 will crash on launch every second start and after. If you delete the files with the .ushaderprecache extension that are in the ProjectName/Saved folder the exe star ...
Licensee reports: Dug into this further and our iOS devices aren't receiving any of the handshake messages sent by the Session Frontend (or any other UDP messages for that matter) because multicast ...
No user comments in crash group 760 PX_ASSERT((!capacity) || (newData && (newData != mData))); 761 copy(newData, newData + mSize, mData); 762 763 // inserting elem ...
I've noticed the issue occurring in both 4.20.3 (CL 4369336) and 4.21.0 (CL 4541578). The user on AnswerHub has also noticed the issue in 4.20.2 (CL unknown) and claims the issue did not occur in 4. ...
As noted by the user in the linked UDN question, this seems to be a problem with the PointLightComponent property on APointLight not having the VisibleAnywhere property descriptor. Also as noted, th ...
A Skel Vert/Surf particle system attached to a cloth actor spawns particles around the origin instead of around the actor. ...
DragDropOperation is removed when pressing esc button. but this is skipping OnDragCancelled so it can disrupt user's UMG drag operation logic. ...
When using Lighting Scenario, loading order will affect how it's applied to the instances, resulting in corruption if content is loaded after the lighting scenario ...
GPU Particles will always have a lifetime of one second when using a collision module. This is a result of an issue with how off screen timing is handled. GPU particles that are off screen should on ...