This is an issue with the sequencer model, it does not clear its bPopulated flag so doesn't allow for changing the frame-rate to a non-compatible (multiple/factor off FPS). ...
If the return value of a trigger goes from ETriggerState::Ongoing to ETtriggerState::None, without returning a ETriggerState::Triggered, then there should be a "cancelled" event that is fired when E ...
Came out of [Link Removed] and is related to this one too I think that this is signaling that we need better solutions for input consumption in the engine honestly. This is a constant pain point ...
A material on a landscape with WPO will cause major ghosting, even if that WPO is a dynamic {0,0,0} ,such as from a black texture. ...
It appears that Texture Samplers for Virtual Textures do not respect the Tiling Method from the Virtual Texture Asset when the "Sampler Source" is set to "from texture asset". ...
The TSR History Rejection buffer develops a grid-like artifact over translucent, camera-facing planes. ...
Some pixels at the edge between cascaded shadow maps and distance field shadows can be skipped by both, leading to unshadowed pixels. Licensee reports the bug happening in 5.3 as well. Test project ...
Level Sequences can mark the level they are in as modified without modifying them, as well as get themselves into a state where they modified themselves when saved. ...
Volumetric Lightmaps are not shared between Persistent maps that have the same sublevels. Also observed in Release-5.4, CL 32500436 ...
The sleep state will be overwritten in ClusterUnionManager::UpdateAllClusterUnionProperties. Clustering using AClusterUnionActor results the same behavior as well. ...