Sampling Cloud Shadows when rendering the Sky Atmosphere can incorrectly assume that the view is located at the planet's North Pole. This causes distortion in the shadows when using a sphere-shaped ...
Ambient Light on Volumetric Clouds from Sky Atmosphere always is calculated as if the clouds are at the north pole of the planet. Using a sphere-shaped Sky Atmosphere and Volumetric Clouds causes t ...
A crash can occur when a member of a UStruct has a category with the "|" symbol and is trying to be displayed inside by the FDetailLayoutBuilderImpl class. This happens when there is a UStruct memb ...
The game crashes because of a nullptr SkinnedMeshComponent in FSkeletalMeshObjectGPUSkin::GetUsedVertexFactoryData when r.PSOPrecache.Resources is enabled and a skeletal mesh is loaded due to a new ...
On line 408 of UPhysicalMaterialMask::GetPhysMatIndex() in PhysicalMaterialMask.cpp, the AdjustCoord() function is given AddressX for both the U and V coordinates. The AddressY input is never used i ...
The following code can often be found in UNiagaraDataInterfaceChaosDestruction.const int32 ParticleID = ParticleIDParam.GetAndAdvance() - LastSpawnedPointID + 1; The LastSpawnedPointID is usual ...
If the GeometryCollectionActor (GCA) is simulating physics, calling SetSimulatePhysics(false) does not stop the simulation. If the simulation is paused, calling SetSimulatePhysics(true) does as expe ...