I'm not sure which way this one should go, but there is inconsistency with how Self Shadow works when compared to the Direcitonal Light or Point Lights. When Self Shadow is enabled on a Directiona ...
Crash on build in editor with UProceduralMeshComponent 4.8 p2 ...
This is only happening in the Editor Preferences/Project Settings. Hitting the Collapse All option removes everything and leaves the window blank where all of the settings were. Expand all brings th ...
SetGamePaused documentation states that it returns "whether the game was successfully paused/unpaused." This seems to imply that a return value of true means either the game was paused and was unpa ...
Setting r.ScreenPercentage.Editor does not affect the upsampling/downsampling of the viewport in the editor. Regression: YES - the console command correctly adjusted the screen precentage in 4.11.2 ...
ClampedPow seems to have been added as a way to tackle common compile warnings and edge cases (particularly NaNs), but the code shouldn't be calling both an abs() then a max(). This causes negative ...
The Set Position in Viewport node does affect UserWidgets position. It keeps it 4.19.2 (CL - 4033788), 4.20.3 (CL - 4369336), 4.21 (CL - 4465720), 4.22 (CL - 44654877) ...
I have a fix ready for this in cl: 17967661 ...
Calling SetOneWayInteraction on a BodyInstance has no effect within the physics engine. The state of the flag is passed in to Chaos but nothing actually uses the value once it is there. It is expe ...
Visibility of World Outliner doesn't affect skylight. But it affects other kinds of lights like Point Light, Directional Light. I found that USkyLightComponent::CreateRenderState_Concurrent() doesn ...