The user has a proposed fix which they said works: Heya, so just to be clear your solution was to change the WinDualShock.uplugin file where the "WinDualShock" module is defined, and make it "Runtim ...
Blocky artifacts and flickering are sometimes visible when using VRS and decals. Setting r.VRS.Decals=0 removes the flickering. See Additional Info URL for details. ...
When a UPROPERTY() TMap or TArray has raw interface pointers as element type, the garbage collector tries to handle them and crashes. For raw interface pointers without a container, UHT generates a ...
When generating HLODs, it is possible for the generator to ignore material override settings. The generator will not respect the constants, and does not change them in the Material with a default se ...
The code in MovieSceneSkeletalAnimationSystem.cpp storages montage data on a per skeletal mesh component, per section basis. This (and a few other bits of logic) cause issues for external UDN user w ...
Changing the brush shape of an AVolume external actor dirties the level. ...
Primarily visible at very low internal resolutions (25-33%), the SSS checkerboard with an RGB scene colour format (r.SceneColorFormat 3) causes a double-image artefact both internally and on the sil ...
There is a crash that will occur when an empty Anim composite asset is being referenced in the Mesh component attached to a BP actor within a level sequence. Crash also occurs in Live 5.4.4 - not a ...
When using "ConstructTexture2D" from a render target that uses the format PF_R16F (RTF_R16F) the output texture won't retain the format and will become a four channel float texture. The texture for ...