The character movement component in void UCharacterMovementComponent::SimulateMovement(float DeltaSeconds) evaluates whether to find the floor when simulating the movement of the simulated proxy ...
Scale is used as part of the rotation calculation for transform multiplication, and it can have an effect in the sequence transform origins. It's expected that scale is completely ignored, and shou ...
Context Foliage Mode is a set of tools that enables you to quickly paint or erase sets of Static Meshes or Actor Foliage. Level Instancing is a level-based workflow designed to improve and streamlin ...
When a slider is in RTL flow direction, and thus its position is changed, the handle is not drawn at the correct position during mouse drag. Instead, the handle draws as if the slider was not moved ...
This issue was reported by internal UT developers. When selecting the surface of a brush that share flush surfaces with other brushes, all surfaces are selected. This seems to only occur after sel ...
Found by internal developer. The GPU Visualizer window is being clipped, making it unusable while in VR Preivew. This works find in Play in New Window. ...
There is a major performance drop after 4.18 when calling draw material to render target. This is an issue reported by many community members, and there seem to be additional reports with different ...
Spline Mesh Components lose their collision in a packaged game when spawning them at runtime, or modifying them via 'Set Start and End' function at runtime. ...
Hi, on iOS we ask the device for its cutout regions, but the values returned by the device can be overridden using the SafeZone.Landscape.* cvars. However these are on-device only settings. When th ...
Ran into this while answering a UDN. A user was expecting to find the blueprint functions available to Editor Utility Blueprints after reparenting their actor to EditorUtilityActor. I confirmed that ...