The issue is that FAnimationSequenceThumbnailScene::SetAnimation calls referesh bone transforms which will trigger notify states present at the midpoint of the animation (as the thumbnail code sets ...
A licensee has reported that they are trying to run a cooked project with r.PSOPrecache.GlobalShaders=2 and running into a crash. They believe the problem is in PrecacheComputePipelineStatesForGlob ...
Using time scale in the subsequences leads to mismatch between rendered image and editor view. This makes it hard to related the content to each other. ...
In split-screen, Niagara GPU Distance Field collision appears to be evaluated against only the first view passed into the Niagara GPU sim (view index 0), rather than per split-screen view. Because G ...
When generating the textures for Approximate HLOD layers, the Nantie geometry is very low resolution, resulting in the captured textures fitting the actual HLOD geometry poorly. This creates visual ...
When a sufficiently large object casts shadows near the Directional Light's Dynamic Shadow Distance range, the VSM pages are inconsistent in their shadowing - some will choose to shadow per-pixel, w ...
Parameters attached to the input of a Vertex Interpolator Material Expression are visible in the Material Instance, even if the output of the Vertex Interpolator Material Expression is not connected ...
When a branch of a selector is deactivated, all auxiliary nodes and observer delegates are removed. If the branch is reactivated soon and the CurrentActiveNode remains unchanged, the behavior tree l ...
Nanite meshes only cast virtual shadow maps and do not cast any distance field shadows, regardless of the distance of the shadow casting mesh to the camera. ...
The UMG editor allows us to add a Material Parameter Control track to an animation. This track makes it possible to animate parameters used in a material. Designers can scrub the timeline and previe ...