Context: Orthographic views are used to have a 2D view of a 3D object providing precise control over object placement and alignment. This can be used for projects like isometric games and architectu ...
Calling the ApplySettings method on a UGameUserSettings object results in a noticeable hitch, with severity proportional to the number of primitive components present in the scene. This hitch stems ...
TSR (and TAA) does not converge when interacting with the color grading widget, but while keeping the mouse still. This makes it real-time previews more difficult. The expected behavior would be tha ...
Context: Static Mesh Spawner is used to spawn one static mesh per point in the provided point data. PCGMeshSelectorByAttribute is used to select an entry based on an attribute present on the mesh. ...
The SplineNavModifierComponent does not have the same behavior as regular nav modifier components where the modifier can specify that it only replaces a given NavArea class. Setting the area class t ...
Water is missing, appears in strange blocks, or appears in wrong places due to incorrectly rendered WaterInfoTexture. The WaterInfoTexture is part of the WaterZone actor. ...
Water tiles flicker in and out of visibility when playing in VR with instanced stereo enabled. Requires instanced stereo rendering to be enabled (does not require forward shading to be enabled) Must ...
Initialize_AnyThread and CacheBones_AnyThread can be called repeatedly on sub-graphs below Saved Pose nodes when they are part of a linked anim graph and the main anim graph has yet to be initialize ...
Any UPROPERTY TArray added to UMaterialEditorInstanceConstant will not cause UI updates when elements are added or removed. This is caused by the custom validator created in FMaterialInstanceEditor ...
Analytical Derivatives are not calculated properly when using UMaterialExpressionSwitch. Disjoint UVs in screen space result in large jumps in the derivatives, which can cause artifacts as the wrong ...