Sparse volume textures displayed in Heterogeneous volumes are only visible in the left eye, as well as Niagara Fluid Sims. UDN for reference: [Link Removed] ...
When we server travel with seamless travel enabled, and a legacy camera shake with an anim sequence set is currently ongoing, we will get a crash due to the UMovieSceneEntitySystemLinker failing a c ...
Left eye shadow dithering stops working at a certain distance away from the light. To recreate this behavior with any project, follow those steps: Create an empty levelAdd a static mesh and a backd ...
Hard references through InstancedStruct do not cluster the actors together into the same cell. ...
If you create two actors that have the same structure of variables in a category, and you try to copy the category variables of one actor into the other, variables that have ReadOnly/EditConst speci ...
Found while messing around with a revamp of some of the Audio Stream cache tests. The map in this test is a WIP as I'm still just trying stuff out, but hit this assert 5/5 times.Assertion failed: Fo ...
Two instances of the same level sequence playing audio will cause the audio to stop playing. ...
The character movement component in void UCharacterMovementComponent::SimulateMovement(float DeltaSeconds) evaluates whether to find the floor when simulating the movement of the simulated proxy ...
The Transparent materials like the Glass don't behave correctly in Raster (in PT is working as expected). They are visible in Alpha with Holdout. This is an Engine limitation for now. But we sho ...
Following code works as a workaround void FClusterUnionManager::HandleAddOperation(FClusterUnionIndex ClusterIndex, const TArray<FPBDRigidParticleHandle*>& Particles, bool bReleaseClustersFirst) ...