The bug is data layer runtime states can get out of sync between a client and a host depending on the initial runtime state of a data layer and the size of the replicated data layer names array. Se ...
The bandwidth on the biquad loepass filter is cutting frequencies well below 20kHz when the bandwidth is 1.0. Slack convo: [Link Removed] Visualization:[Image Removed] ...
When references to Gameplay Tags are loaded, it checks to see if they are already registered. If they are not already registered, it will notice it is invalid and may print a warning depending on th ...
Even if we support double precision numbers at core, it's impossible to enter a small number in the numeric fields. It makes sense for floats and avoids bloating the UI, but I remember a discussio ...
Due to a missing string in CompressionLevelNameMap in OodleDataCompression.cpp, it is possible for LevelName to be left uninitialised after parsing the compression effort, which causes a crash when ...
We need to call TransferAdjustSettings on the duplicated pipelines to execute the preview import. ...
This issue seems to stem from HasClientLoadedCurrentWorld returning true in AGameMode::RemovePlayerControllerFromPlayerCount. When removing a player controller, the GameMode checks if a seamless tra ...