FMovieSceneSkeletalAnimationParams::MapTimeToAnimation takes in an FFrameTime and FFrameRate and is supposed to tell you which frame of animation that evaluates to, when accounting for looping, play ...
Using a Light Function Material that contains a Texture Sample and Rotator nodes will cause RHI Validation to fail with the following error: LogOutputDevice: Error: Ensure condition failed: Bindings ...
A licensee reported that Datalayers that are added to UWorldPartitionBuilder::IncludedDataLayers in a custom builder PreRun are not respected. I used the minimap builder to debug the state of t ...
When a Post-Process Material uses the Scene Texture Material Expression, the following code is generated: ``` MaterialFloat2 Local0 = Parameters.TexCoords[0].xy; MaterialFloat2 Local1 = ClampSceneT ...
The problem is caused by FWaterViewExtension::ShouldHaveWaterZoneViewData that prevents the water data from being updated in SceneCaptures. (re: FWaterViewExtension::SetupView) Removing the call to ...
Found in 2.1.0.119011 (R210). The mask export doesn't work even when the masks are regenerated from the mesh. Outcome: Error appears: "The filename, directory, or volume label syntax is incorrect ...
"We have encountered a regression in UE 5.7 where Skeletal Mesh Morph Targets do not visually reset when all weights are set to 0.0. The mesh retains the deformation from the previous frame. This i ...
When using instance custom data values, removing an instance and changing the number of custom data floats in sequence can cause an array-out-of-bounds crash. The underlying arrays are not resized ...
Context UITag and UIActionTag are blueprint-exposed struct classes that derive from GameplayTag. GameplayTag variables can be compared in blueprint with ==. Under the hood, the node maps to UBlue ...
When r.SSR.Stencil is enabled, the areas with high roughnesss are not discarded and Unlit materials are incorrectly handled. See the linked EPS case (Additional Info URL) for a full explanation of ...