When a capsule collider passes from the top of one piece of geometry to another that is very close the OnHit event doesn't fire. I have attached a project that demonstrates the issue in 4.23. A vid ...
Materials are broken when merging a mesh with another that has negative scale Licencee states that bisMirrored in FMeshMergeHelpers::TransformRawMeshVertexData seems to be involved. Does not occur ...
As indicated in the repro steps, we have a StaticMesh asset that, for some reason, has a mismatch in their serialized bulk data where:MeshDescription->GetNumUVElementChannels() == 2FStaticMeshConstA ...
After some testing this issue looks to only occur with queued notifies and not with branching point notifies. UDN: https://udn.unrealengine.com/s/question/0D54z00009643x4CAA/server-doesnt-process-a ...
The Alpha Channel of the Render Target Texture is rendered as a value of 1 (solid white) when the SceneCapture2D actor is set to LDR with PP and Anti-Aliasing is set to true in the General Show Flag ...
This issue was reported by a user who was having issues with their modulated shadows showing up in random spots on their mobile devices. Their devices were a Samsung Galaxy Note 2 and a ASUS Zenfon ...
DESCRIPTION: When importing a mesh with 1 or more additional LODs when Generate Mesh Distance Fields has been enabled via the Project settings will cause a crash if the import options include using ...
In SkeletalRenderNanite.cpp / FDynamicSkelMeshObjectDataNanite::UpdateBonesRemovedByLOD, bone indices are of type FBoneIndexType (defined as uint16 from BoneIndices.h), instead of int32. On line 18 ...
Encode71 and Decode71 in DeferredShadingCommon.ush are functions that convert 8-bit values to 7-bit values and mask values, and licensees have reported that the accuracy is insufficient when usi ...
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 ...