See the SpinningObjectStability test map in the Physics Sandbox. [Link Removed] It's not clear if this is a bug or a side effect of some of our solver shortcuts (e.g., omission of the precession te ...
When restarting the editor the viewport will have its Allow Cinematic Control flag reset to true. ...
Regression in testing This occurs with hardware and software ray tracing, as well as moveable and static lights This occurs regardless of anti aliasing. This was tested with DX12 ...
We should disable this block of code by default, with a config/console var to enable it: // Transform to Component Space const FTransform RootToComponent = RootTransformRefPose.Inverse(); StartTran ...
An ensure (ensure( !PersistentLayout->PrimaryArea.IsValid() )[Image Removed] is firing in FTabManager::PersistLayout() sometimes when docking/undocking quickly. ...
For a non-replicated actor, the expected values for its local and remote roles would be ROLE_Authority and ROLE_None respectively. However, in ULevel::InitializeNetworkActors, ExchangeNetRoles(true) ...
"Content Browser 1" auto-hides if opened with the Level Editor, and has inconsistent docking behavior under the conditions caused by the repro steps above. The root of the problem seems to be that ...
Tried every combination of LOD Selection Type, Nanite enanbled/disabled, the only way it would seem to get the full number of triangles from the source mesh into the merged mesh is to disable Nanite ...
Actors that are deferred spawned on BeginPlay can be added to the world while AWorldSettings::NotifyBeginPlay is still iterating the world's actors and dispatching BeginPlay. AActor::DispatchBeginPl ...