In a networked environment with high packet loss (or high forced adjustment factor), motion applied using Root Motion Sources can desynchronise under conditions that animation root motion does not. ...
We've had two reports on UDN where FInterpCurve<T>::FindNearestOnSegment returns either "NaN for the final value in the DistancesSq array during the first Newton iteration step." The licensee on on ...
After a take record within multi-user has completed recording, and with Toggle Multi User Take Recorder Sync enabled, any other control boxes with the ICVFX window open to UV view will flash with th ...
GPU particles were disabled on Quest 1 due to a compute issue. We need to validate / fix issues for Quest 2 / Quest 3. Reported in [Link Removed] ...
Errors from EdGraph nodes aren't being piped into the compiler results log. This can make it difficult to track down what's broken in larger rigs. ...
Lumen seems to not be using Large World Coordinates somewhere. The Lumen Scene develops artifacts at large distances (5000 KM) from the world origin. ...
Repro test required.We don't have AMD GPU to create the same environment here, so we collected reproduction information from the licensee and passed it on as is.Let me know if you need any additiona ...
Very large objects casting dynamic shadows on the sky atmosphere can lead to flickering (cascaded shadow maps) or square patterns (virtual shadow maps). ...
The issue is encountered when streaming a world partition an actor with an AChildActorComponent which generates 2 instances instead of one when run as a client in the editor. This behavior does not ...
It only happens when changing LOD from strands to cards.not in situations where changing LODs from cards to cards, cards to strands, strands to strands. The card meshes are not rendered immediately ...