FSuggestProjectileVelocityParameters was introduced in 5.4 and has a FCollisionResponseParams member that's initialized as a mutable reference to FCollisionResponseParams::DefaultResponseParam. str ...
The Preview text display in the Font Editor does not apply the Sub-Font family settings. Only the Default Font Family and Fallback Font Family can be applied to the display. ...
The user also describes not being able to tell the difference between a force feedback value of 0.3 and 1,0 on iPhones Note: This is likely an issue somewhere in FIOSInputInterface::SetForceFeedb ...
UDN Description: We are having issues with the "Create Blocking Volume" tool on StaticMeshActors. When we create a convex blocking volume (any convex, rough or heavy), we often have volumes that ha ...
When Simulating, or Playing-In-Editor and ejected, modifying an actor in the editor world causes the SIE/PIE runtime actor to recreate its blueprint added components via AActor::RerunConstructionScr ...
UEditorValidatorSubsystem::ValidateChangelistsInternal needs some work on handling warnings and errors. ...
When a material with WPO effects and MaxWorldPositionOffsetDisplacement is applied to a foliage mesh, foliage applied to a map will no longer work as expected with density scaling, especially after ...
When a specific configuration of HDR cvars are set, PIE in a New Editor Window will not render the game world. Settings (For DefaultEngine.ini): ```[SystemSettings] r.AllowHDR=1 r.HDR.Display.Color ...
DistanceFieldAOHistory introduces ghosting at low scalability and low screen percentages. This can lead to AO artifacts and a ghosting effect from the character. This issue was also observed on //U ...
The bandwidth on the biquad loepass filter is cutting frequencies well below 20kHz when the bandwidth is 1.0. Slack convo: [Link Removed] Visualization:[Image Removed] ...