When having an Exponential Height Fog actor far away from origin, after doing Set World Origin Location, Exponential Height Fog's appearance changes. ...
Dynamic Nav Mesh rebuilds incorrectly on World Origin Shift. It must be rebuilding (physics objects, etc) while the origin shift is taking place; then the nav mesh will rebuild at different heights ...
Format text have an artifact when pin name has changed in terms of character case. It leaves previous pin. ...
While attempting to modify the World Align Blend function in order to map decals to a surface based on a world vector input, I discovered the function fails to compile while passing the SceneTexture ...
The FSceneView::Deproject function calls FMatrix::TransformVector4 and passes an FPlane value. TransformVector4 takes in an FVector4 parameter, so the value being passed is implicitly converted to F ...
Enabling the disaster recovery plugin causes a memory leak when importing and editing a large amount of textures. This can result in either a system lockup or a crash. ...
If you replace steps 2 and 3 and add "All Nearby Spawned Actors" first, and then add the Source of "Level Sequence", the animation of the first shot will also be recorded. ...
The licensee wants to record the same number of frames as the animation in "Content/TakeRecorder_test/Grayman/anm/". I thought that increasing the number of frames by 1F on Sequence would solve the ...
I think tessellation will be discontinued in the future, but I will report it just in case. The licensee is not keen on fixing this problem. ...