DistanceFieldAOHistory introduces ghosting at low scalability and low screen percentages. This can lead to AO artifacts and a ghosting effect from the character. This issue was also observed on //U ...
FSuggestProjectileVelocityParameters was introduced in 5.4 and has a FCollisionResponseParams member that's initialized as a mutable reference to FCollisionResponseParams::DefaultResponseParam. str ...
Primarily visible at very low internal resolutions (25-33%), the SSS checkerboard with an RGB scene colour format (r.SceneColorFormat 3) causes a double-image artefact both internally and on the sil ...
The UPaperSprite::BakedSourceTexture will be nullptr in a packaged game if the sprite is not referenced by the UGameInstance. The attached sample project demonstrates this scenario. ...
There seems to be something wrong with how we close menus and submenus as submenus are opened and closed based on mouse interaction. In particular, we seem to sometimes close the whole menu hierarch ...
If an IK Anim node is used in a post-process animation blueprint when that post-process blueprint is active in persona. It will crash attempting to get dynamically created goal components from an ac ...
When opening a Level from the Content Browser, the world gets initialized twice. This initialization process can be quite long, especially for big world using world partition. There doesn't seem to ...
Users have trouble overriding the blocksize/patchpaddingalign parameters for UnrealPak from UAT commandlines.There is no easy way to specify these parameters through a buildcookrun, instead they n ...
When an actor channel is cleaned up, the actor and its subobjects in the CreateSubObjects array are destroyed/marked as garbage in DestroyActorAndComponents. However, default subobjects are not adde ...