Context World Partition - Hierarchical Level of Detail (HLOD) system uses custom HLOD Layers to organize large amounts of Static Mesh Actors and generate a single proxy mesh and Material. Problem T ...
Setting the start time within the Play node for an audio component does not function when deploying to Android. The set up works fine when playing on the PC, and the sound functions on the Android ...
Issue seems to be related to NpRigidDynamic::setKinematicTarget. When called by itself (like in the case of Kinematic bodies moved without teleportation), the simulated actor is woken and is put ba ...
See attached video for clear examples. When using the orthographic camera perspective with default light settings to stationary for directional light source. Other light sources work as intended. T ...
If an Actor with a CameraComponent is set to replicate, ending a PIE session with 2 players will result in an ensure ...
Crash is caused by incorrect cast to display ActorComponent in viewport (gizmo used to move it should not be present) ...
When an actor spawns another actor using AddChildActorComponent that comes alphabetically before it based on blueprint name it will spawn an extra actor that will persist when the scene is stopped d ...
Also tried using “show VisualizeTemporalUpscaler” and noticed the frames that have missing motion vector data showed up as pops in the “show VisualizeReprojection” part of the visualizer. ...
Changing Class for Spawnable objects in Level Sequence did not have any impact on Possesable objects in Subsequence. It's still referencing the previous Class. Also found in Release-5.4, CL: 329753 ...