When receiving a replicated detachment, USceneComponent::PostRepNotifies will call DetachFromComponent with the KeepWorldTransform detachment rule. If the component is detached on the server with th ...
The bWeldSimulatedBodies attachment parameter is not replicated to clients, both in USceneComponent's attachment replication handling and in AActor's FRepAttachment struct. If AttachToComponent is c ...
If the component being attached is received first, OnRep_AttachParent will set bNetUpdateAttachment to true, so USceneComponent::PostRepNotifies will call AttachToComponent. If the attach parent is ...
On an NVIDIA GPU, Instanced Static Meshes can flicker when a Groom card or mesh LOD is visible. This appears related to an issue rendering the ISM into the Scene Depth. At the end of the Prepass, t ...
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 ...
At specific distances from a thin wall, surfaces inside of a sealed chamber can receive indirect lighting from outside, leaking light into the chamber. This appears to be due to how SWRT handles sa ...
When a Geometry Collection is in a Blueprint, attached to other components, it can render incorrect motion vectors at some angles. In the test project, any angle that is not a multiple of 45 will re ...
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 ...
I guess that when the default value of the pipeline is None, the editor will silently pick the skeleton that is in the same folder of where you are importing. If the UI is active you can then force ...
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 ...