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] ...
USplineComponent::GetSplinePointAt() returns an FSplinePoint with the ESplinePointType 'CurveCustomTangent' rather than the type from the setup.Expected: It should return the correct type. ...
CharacterMovementComponent has recently received support for custom gravity directions. Crouch logic needs to be updated to account for custom directions. Currently, crouching logic in CMC assumes Z ...
The character movement component in void UCharacterMovementComponent::SimulateMovement(float DeltaSeconds) evaluates whether to find the floor when simulating the movement of the simulated proxy ...
The function "FMaterialDerivativeAutogen::GetFunc1ReturnType(...)" does not have a case for "EFunc1::Exp2". Also found in Release-5.4, CL: 331987674 ...
When a nanite mesh moves, the shadow does not. ...
In the repro project the player camera has a post process material that slightly darkens the frame by subtracting 0.01 from the final color. When a camera animation based on a camera sequence is pla ...
Under some circumstances, a character falling and sliding along a sloped surface may get hung up near the bottom of the surface before actually landing on the floor. This seems to occur when slidin ...
User reported: when playing an AnimMontage via GameplayAbility with the PlayMontageAndWait ability task that has a custom value for AnimRootMotionTranslationScale, (dedicated) servers can apply an i ...
From licensee: The function AWorldDataLayers::GetDataLayerInstanceFromAssetName() uses different names in #WITH_EDITOR and without editor builds: #WITH_EDITOR config calls DataLayerInstance->GetDa ...