Navmesh does not generate correctly around HISM instances when one instance has its transform updated. The most noticeable change is that adjusting the scale of an instance's transform will cause th ...
1. When a Material Layer is applied and there is no node connected to Anisotropy in the master material(M_Test_1), the material does not function correctly after packaging, although it works properl ...
Flickering and large flashes can be seen on reflective objects that are out of focus with DOF enabled. DumpGPU shows that artifacts are visible in TSR . ...
When double-clicking on an interface function call within a blueprint, the expected behaviour is that it will take you to the implementation of this function. However, it currently does nothing. ...
Specular highlights can disappear with clearcoat materials, when "Clear Coat Enable Second Normal" is enabled ("r.ClearCoatNormal"). ...
A change was made a while back so that control rig debug print messages would be displayed in the animation editor preview windows. This is done via calling UEngine::DrawOnscreenDebugMessages from ...
This is a serious issue as it's causing applications to fail certification on the Meta Quest store ...
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 ...
For nodes with an FGameplayTag or FGameplayTagContainer pin, when changing the tag value (Pin->DefaultValue) and triggering Undo/Redo, the pin modification is not undone. Rather, it undoes the previ ...