When editing a level with many actors (1000+), deleting an actor results in a noticeable hitch: the editor becomes unresponsive for seconds. This hitch becomes longer the more actors are loaded and ...
AWheeledVehiclePawn class tries to use CCD in the constructor, but Mesh->BodyInstance.bUseCCD = true this code does not work to activate CCD because Physics Assets could not be available at this ...
FVariant is a struct that implements a union of data types, including FVector. When assigning an FVariant an FVector value in engine versions UE 4.27 or earlier, the FVariant will deserialize incorr ...
For map placed blueprint actors with components with property modifications, when triggering Reset Instance Changes to Blueprint Default from the actor instance's Details panel, any components with ...
Description: In Unreal Engine 5.4, when recording camera movements using the Take Recorder with the "Record Sources Into Sub Sequences" option turned off, significant viewport freezing and performan ...
A licensee has reported that the ZoomFactor variable inside of the DrawPoint function is being calculated incorrectly. It currently is calculated using the lesser of the projection matrix's horizont ...
Currently some (if not all or most) foliage CVars affect both foliage and HISMC. It would be nice to split this so that users can change the values of one without affecting the other. ...
I've attached a project with the necessary materials that demonstrate this issue. I would expect that just because a Set Material Attributes node is inside a material graph it wouldn't affect the de ...
The desired behavior from a user perspective here is that they'd be able to use Static Switches in a decal master material to toggle different features and behaviors. In the above setup, if I set th ...