ULocalPlayerSaveGame::IsSaveInProgress always returns true after the first save is requested. This is due to the return statement checking if either an error has yet to be reported or a success has ...
If in use, DPI Awareness is set after the initial window size is set. For a Windowed window, the settings are unable to restore the prior resolution settings on an application restart due to the pr ...
When using the Anamorphic Squeeze Factor on a camera on AMD RDNA3 and RDNA4 hardware, blocking artefacts may be seen depending on the extent of the blur. The peripheries of the viewport appear to be ...
Setting a Skeletal meshes collision preset to CharacterMesh introduces problems with spawning and teleporting a pawn driven with Mover. ...
When a light's Specular Scale is set to 0, the specular still affects hair / groom assets. The specular of other assets (like a shiny static mesh in the scene) is properly affected by the change. ...
Hardware Raytracing support can cause a crash on AMD Radeon GPUs when creating the RT pipeline state. ...
Volumetric Light Maps are not generated correctly when baked with GPU Lightmass on AMD GPUs. The issue has been reproduced on RX 9070, RX 9070 XT, and RX 7900 XT. ...
In the case of a single-layer Level Instance, actors are still referenced even when the region is unloaded. However, in the case of nested Level Instances, the level being edited is discarded when t ...
Hi, We are trying to use Mutable plugin to avoid clipping using the RemoveMeshNode with data from DataTables. However we are having trouble with the most basic example of our idea. We have a Data ...
SynchronizeWithExternalDependencies will call Modify on the Pose Search Database when the database has changed. This will call FAsyncPoseSearchDatabasesManagement::OnObjectModified which in turn ma ...