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. ...
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 ...
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 ...
A licensee reported that packaging the build with same content (it is unclear if they were rebuilding the DDC between the runs, but it shouldn't matter) produces a different placement of code chunks ...
Enabling bUpdateComponentTransformToRootBone in a GeometryCollectionComponent causes broken particles to appear in the wrong location. When that flag is true, the moment the GeometryCollection (GC) ...
[Link Removed] We should just cache any user-converted pins on the type promotion nodes and make sure to keep those types if they are valid. If they are invalid, then we can orphan them or someth ...
Subobject sorting is not stable in the Subobject editor, so the UX is bad if you are creating complex hierarchies because it's difficult to keep track of newly added or reordered components. ...