See additional info URL: Decals have oddities in how depth is perceived. It seems we're sampling the left eye depth for the right eye. Decals in ISR are drawn view-by-view rather than being instance ...
It seems the FEditorShaderCodeArchive.LoadExistingShaderCodeLibrary missed some functions, use FEditorShaderCodeArchive.AddShaderCodeLibraryFromDirectory instead could fix the issue. ...
In the Effects level of Content Examples, the Ribbon trails appears to snap back to the origin of the particle effect after the life of the particle. This is an issue in 4.13.1 as well. This is a ...
Bone LOD preview should be correspond to the removed bones array changing The licencee wants to use same bones lod setup for those skeletalmeshes which are all sharing same skeleton via copying and ...
Seems when an expression output is swizzled (Typically via component mask) we lose the ability to track if the value is constant. This causes the IsPropertyUsed check to fail, potentially falsely ac ...
If you create a parameter collection node in a material and select a parameter from the drop down and then copy and paste that node a _1 will be appended to the end of the parameter collection varia ...
Imported camera in sequencer is rotated -90 degrees. I got the same result in 4.14 ...
The death events for Niagara emitters on a Niagara System are ignored every few loops. Tested in 4.21.2 (CL - 4753647), 4.22.2 (CL - 6547378), 4.23 (CL - 6859026) ...
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 ...