Scene queries when encountering skeletal meshes with per-poly collision enabled do not return a bone name in the HitResult. Returning the BoneName always or having it as an option via FCollisionQuer ...
In this case, I've added inputs to a material function. That material function input uses a parameter as it's default value. [image: Inline image 1] When referenced in the shader[image: Inline ima ...
This seems to be the same issue as was reported in [Link Removed], as enabling net.ResetAckStatePostSeamlessTravel resolves the issue. However, it was recently reported that disabling net.FilterGuid ...
Using landscape sculpting tools, then executing Undo with Ctrl+Z ...
User reports that some foliage/grass instances that are completely culled are actually still being rendered, costing rendering time. Have a look using Intel GPA or RenderDoc and check pixel shader ...
RepLayouts are associated with an Owning Object, which may be a Class, Function, or Struct. RepLayouts will only be cleaned up when the Owning Object is no longer valid. RepLayouts hold references t ...
We skip CalcVelocity for CharacterMovement while HasAnimRootMotion, and we do ExtractedRootMotion.MakeUpToFullWeight() anyway. This caused problem that when we blend out a rootmotion anim, it will ...
Licensee reports it's not possible to use the dynamic framework used by the latest release of the iOS version BugFender - [Link Removed] Licensee bug report: : https://github.com/bugfender/Bugfende ...
When calling TearOff followed immediately by Destroy, the channel will be closed with the reason that the actor was destroyed, so the actor will be destroyed on the client as well. In the UDN linke ...