FGameplayAbilitySpecHandle is a struct that can be replicated by-design to identify a granted GameplayAbility in server-client communication. This works fine with default struct replication using FR ...
FLinearColor FColorSpaceTransform::Apply(const FLinearColor& Color) crashes while attempting to VectorLoadAligned() when running the UnrealEditor on Ubuntu 22.04. ...
Nanite custom depth rendering doesn't "de-jitter" the view parameters for custom depth rendering when r.CustomDepthTemporalAAJitter is set to 0. This was discovered by a licensee and reported via U ...
For arrays, FPropertyReplicationStateDescriptorBuilder::IsSupportedProperty will set the FMemberProperty's ChangeMaskBits to "1U + FPropertyReplicationState::TArrayElementChangeMaskBits". If the arr ...
If Surround 2D is set as the Non Spatialized Radius Mode, there is no fallback option if the user's output is not a surround format (eg stereo). There is also nothing communicated in the Tool Tip. ...
When geometry collection is set as nanite, there is no non-nanite render data cooked. This means that there is no fallback if the cooked build uses r.nanite 0. This used to work with some code worka ...
Problem Under laggy networking conditions, if the user rapidly presses the jump button the character can at some point stop responding to jump input. Initial Thoughts It looks like there's a logi ...
Looks like this was broken during the anim data model refactor. The data exists on the data model now so we can probably display this via a details customization ...