In UNiagaraComponentPool::ReclaimWorldParticleSystem, the cleanup loop for WorldParticleSystemPools calls KillUnusedComponents with the reclaimed component's NiagaraSystem (Asset) instead of the sys ...
When using non-Lumen lighting and Screenspace reflections off, the skylight location overrides the Reflection Capture location during Build Reflections. This results in a Reflection Capture taken fr ...
If you have an Animation Notify State and set it up on an animation to start at the exact beginning of the anim sequence and finish exactly at the end (I have attached a picture of this). It doesn't ...
Method FNiagaraScalabilityManager::ProcessSignificance() iterates on indices from Context.SignificanceIndices and uses them to access the State and ManagedComponents arrays. It can then decide to cr ...
Context Instanced structs are great for holding simple data with the main advantage they have is a low memory overhead unlike instanced objects. Problem The problem is in StructUtils plugin's `FIns ...
In Unreal Engine, materials can expose parameters that can then be modified via instances (MaterialInstanceConstant). The UMaterialEditingLibrary provides several functions to modify these parameter ...
Text widget with Outline uses 2 LayerId levels to draw the outline and the text glyphs. This can be seen in function FSlateElementBatcher::AddShapedTextElement(), where lambda BuildFontGeometry() is ...
Spot Lights may present with very blocky shadow artefacts when a long attentuation radius is provided with a small cone angle. In extreme cases, this causes the VSMs to invalidate every frame. Notab ...
The Take Recorder plugin allows for multiple sources to be recorded during gameplay. The World Source is expected to record everything in the level when the Autotrack Actors option is enabled. Once ...
In UE versions 5.4 and onwards (as of CL 42589677 in Main), when an Instanced UObject property is defined in an Actor Blueprint, modifying the default value in the Blueprint does not propagate the c ...