When setting a particle system to be active after deactivating the remaining particles still floating in the air from earlier will flicker. This is harder to reproduce when smooth frame rate is enab ...
Shown in the Behaviour Tree Graph, if the Dropdown menu's length exceeds the Behavior Tree Graph window, the menu will try to offset it's position in order to display all information and will flicke ...
A crash occurs when starting either the Landscape Painting Mode or Landscape Sculpting Mode tutorials. It crashes even if a landscape is already in the level. This is similar to [Link Removed], h ...
AMD gpus are displaying an issue with subsurface materials. Dark lines appear on the material that run through the middle of the viewport, (See screenshot attached). This was seen on AMD drivers 17. ...
REGRESSION: No When deleting a reference variable, any resolve node pins using it will have a picker added, which won't have anything listed in their dropdown. This isn't consistent with what happ ...
As described in the linked UDN, non-replicated components aren't being hooked up properly after an actor goes out & back into relevancy. The proposed fix sounds correct, calling MoveMapedObjectToUnm ...
Within USkinnedMeshComponent::UpdateLODStatus_Internal, if the USkinnedMeshComponent does not yet have a MeshObject, MaxLODIndex will be left as 0 and as a result PredictedLODLevel will be set to 0 ...
The frame appears to be getting skipped entirely, but the timing for the frames on either side of them is correct, ie: if frame 10 is skipped, frame 9 and 11 still match the working case, so the ove ...
While doing some extra testing of the Submix Analyser fixes, I noticed there is a setting to set the channel of the submix to give the analyser. It always works for channel 0, but changing it to any ...
Result : while displaying the Nanite version of the landscape, the paint layers behave erratically (see video : [Link Removed]) If rebuilding the Nanite data, the bug gets fixed until the user sta ...