D3D12 needs to check the flag D3D12_FEATURE_DATA_D3D12_OPTIONS6::AdditionalShadingRatesSupported and filter out VRS modes that aren't supported. This flag should be put into something like "GRHISupp ...
Since the contents of a ListView are virtualized, the ListView estimates the size of the scroll box's contents based on the on-screen elements. This can lead to some situations where DistanceFromBot ...
In blueprint graphs, the action list for soft object references of a Object subclass is incorrect. "Equal" spawns an incompatible node, while the expected "Equal (SoftObjectReference)" is missing. " ...
The RemapControllerInput function call likely needs to be added back to the game viewport client as a fix. ...
A recent change to UAbilityTask_NetworkSyncPoint generates a second Prediction Key before broadcasting the OnSync delegate which may be preventing the server from removing the locally predicted GE ...
It seems to be related to the removal tag requirements of the GE_Test1_2 gameplay effect, which does work but still gives the pending removes error. ...
If attaches a StaticMeshComponent with collision active to another actor with a SkeletalMeshComponent simulating physics by socket name the StaticMeshComponent miss collision for simulation. Chec ...
Licensee reports issue with setting roll on a spline component control point. ...
User reports a difference in how component visualizer clicks are handled in editor vs blueprint viewports. This is likely not intentional, just a case of a difference in control flow in each viewpor ...
This is only happening with gamepad buttons it appears. This is likely not Lyra specific, but has something to do with how the state of gamepad keys are being evaluated. I think that it may be becau ...