Context / Problem: Complex static mesh actors with nanite enabled and Evaluate World Position Offset (WPO) enabled works together except for a specific distance where the shadow is deformed and sort ...
StaticMeshActors placed in the world can override the default materials of a static mesh. If the static mesh is then reimported with less materials, the actors maintain references to unused material ...
When user sets their texture compression to BC7 while the project settings are set for Platform to only be Windows and use only DX11 this will cause any textures with this set to cause a crash when ...
Enabling Shared Material Shader Code will cause a crash on tvOS From user: "We originally enabled Share Material Shader Code long before trying a tvOS build, making this crash tricky to debug. W ...
When a child actor passes a string to it's parent's overloaded constructor using an overridden function that returns a string it won't receive the correct string. I have verified that the correct fu ...
It appears that LumenScene's Hardware Ray Tracing is causing light leaking into a sealed room (which should be perfectly black). This bug does not appear to happen on AMD GPUs. ...
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 ...
Shaders that compare custom depth and pixel depth get wrong output values because the ranges are different. This error is most noticeable over large distances. The difference in ranges is due to 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 ...