The variable emitting this ensure (RelativeWorldToDecalMatrix) is not actually used, so this line can be removed. FDeferredDecalPS::SetParameters ... const FLargeWorldRenderPosition AbsoluteOri ...
UAIPerceptionSystem::UnregisterSource according to its documentation should treat Sense == null as targeting all sources, but the code for removing pending sources does not treat Sense == null as th ...
Error log is output when including spaces when packaging binary configurations. The following log contains the string "Test Test" with spaces in the file path. ERROR: Failed to copy D:\Projects\Te ...
It seems we are trying to factor for the other transform track, but it will not be applied due to the biases. ...
The component's KnownStaticMesh value is updated whenever UStaticMeshComponent::UpdateBounds is called, and AActor::OnRep_ReplicatedMovement can result in this being called for the component. If thi ...
COND_InitialOnly properties can be resent when an actor becomes relevant to a client again. However, if the property is push based and it was never replicated the first time the actor was created on ...
Details in UDN [Link Removed] ...
Because the subobject's RepLayout is empty, it won't write anything to the bunch when recording a replay checkpoint. This means that when scrubbing to a time past a checkpoint, the destroyed subobje ...
We should modify FindBestMatchingFunc_Internal for the case of UObject pins to search for a best matching subclass instead of just use the base UObject comparison. We could also exclude any func ...
We believe this is a bug in the D3D validation layer, rather than an actual error in our code. We're in touch with Microsoft about it, but I'll make this ticket to track the progress of that investi ...