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 ...
The DynamicSubobjectInstancing and NonNativeInstancedSubobjects automation tests fail. ...
The logic for selecting a page table texture in FVirtualTexturePageTable::Initialize() uses the indexing for texture layers (index 0-7) to fetch from the page table textures (index 0-1). All RVT for ...
It is currently not possible to set a VirtualTextureStreamingPriority via the TextureLodGroups that are defined in a device profile. ...
Making this a placeholder for now. Will fill out the description asap ...
Modules in the particle spawn stage get unlocked and lose inheritance after changing the inherited emitter's interpolated spawn mode to "No Interpolation" then resetting. ...
With InstancedStaticMeshComponent, after calling AddInstance, an instance that’s far away gets culled because of additional logic that was added in 5.7 to This works correctly in 5.6 and the instanc ...
the handled value passed to unlock_mouse is actually treated as unhandled, because FEventReply has no uproperty and no Identical()function of its own. Adding WithIdenticalViaEquality can fix this is ...