The size scaling should use the current frame's velocity, so this should happen after forces and velocities are solved. ...
FText variables are saved with a Package Namespace stored inside them, that keeps track of the package they were created for. This allows the translation key to stay consistent over time. Blueprint- ...
The root of this issue is that FLocalVertexFactory is doing manual vertex fetch in the shader. In HLSL, this relies on SV_VertexId. In GLSL, it's gl_VertexId. HLSL does not include the base vertex i ...
In TranslucencyRendering.cpp, FDeferredShadingSceneRenderer::RenderTranslucency, the following code: FViewUniformShaderParameters DownsampledTranslucencyViewParameters; SetupDownsampledTranslucenc ...
AnimCurveCompressionSettings's codec is reset to CompressedRichCurve when user open the project, so user can not keep the state changed to UniformlySampled. The following code in the constructor of ...
Images are distorted when Rendering out a single image from a level sequence in DX12. Found in 4.21 CL# 4753647, 4.22 CL# 6574378, 4.23 CL# 6599617 ...
Generated from CrashReporter ...
When creating an actor blueprint the default scene root's category setting provides the option to change its category and provides multiple options. However, if a new component it added, the drop do ...
Running a project with the RenderOffscreen flag in the DebugGame configuration applied causes the debugger to crash. Tested in 4.21.2 (CL - 4753647), 4.22.1 (CL - 6063286), 4.23 (CL - 6674923) ...