Random generators in UE4 have a short periodicity. (FMath::Rand and RandomStream) I heard a xorshift variant has good characteristics. Could we consider importing it into UE4? [Image Removed] ...
According to the licensee report, UnrealMath.cpp (588) constfloat SINGULARITY_THRESHOLD = 0.4999995f; It seems that this can be avoided by changing the above value. However, changing SINGU ...
SetHitResultFromShapeAndFaceIndex calls if(PxMaterial* PxMat = PShape->getMaterialFromInternalFaceIndex(FaceIndex)) { OutResult.PhysMaterial = FPhysxUserData::Get<UPhysicalMaterial>(PxMat->userD ...
No problem with 4.22.3 ...
Actor rollback state saved and restored by the replay system for placed actors in the level does not take into consideration per-instance replicated components, so they won't be recreated when the a ...
Renaming a Blueprint variable loses override in grandchild Blueprint. Modifying and saving the BP_Child fixes the issue with BP_Grandchild losing overrides. ...
It was reported on UDN that it's possible to receive an RPC for an actor before the actor itself has replicated. The net driver tries to prevent this possibility by calling ReplicateActor in UNetDri ...
Wake/Sleep events are not generated for components set to generate wake events after having a component not set to generate wake events welded to them. Wake/Sleep events are also not dispatched for ...