When calculating an actor's NextUpdate time, a random delay is added: ActorInfo->NextUpdateTime = World->TimeSeconds + UpdateDelayRandomStream.FRand() * ServerTickTime + NextUpdateDelta; If this d ...
If entering full-width characters after entering half-width characters in a comment or MultiLineEditableTextBox in BlueprintEditor, they are not reflected in the box. If entering full-width characte ...
The DumpShaderStats console command doesn't output any shader stats because the code to calculate that information in DumpShaderStats (Shader.cpp) is commented out https://github.com/EpicGames/Unrea ...
The Fictitious Angular Scale is still having an effect when the cloth is teleported. Also it shouldn't have any effects when the velocity scale is set to 1 (as per tooltip documentation) but it doe ...
Non-nanite static mesh components still show an individual highlight outline which individually selected even with other non-nanite static mesh components in the same actor. This is different when t ...
When a world partition level (but streaming disabled) is placed as a LevelInstance in another world partition level, actors in the inner level are cooked with an outdated component hierarchy until t ...
A subtle yellow tint color shift occurs when Lumen is active due to usage of R11G11B10_Float targets, mostly from r.Lumen.ScreenProbeGather.SpatialFilterProbes where we ping-pong between R11G11B10_F ...
A spline component continues to be visible and editable in-editor despite all attempts to disable the functionality through the component's settings or uproperty specifiers. ...