The [bIsVisible] flag is set to [1] by the following judgment.const bool bIsInDrawRange = DistanceSquared >= Bounds.MinDrawDistanceSq * HLODState.FOVDistanceScaleSq; Judging from this code, I bel ...
Regression with rendering Spline Mesh Components seen on older (5s) iOS device. I did not reproduce a crash with an iPadPro A1701 or an Android Note 4 Confirmed in 4.23 MAIN at CL 6910902 ...
When selecting an actor in the viewport, some AMD GPU users are reporting that the selection outline is not visible. Rolling drivers back to 17.1.1 correct the behavior.| Two EngineQA tester have ...
When attempting to package for tvOS or iOS with the generate dSYM options enabled, numerous instances of the following errors occur:[2019.01.21-20.53.35:739][138]UATHelper: Packaging (tvOS): [2019 ...
The PackageMap / NetGuidCache appear to get into a bad state on Clients if the Server toggles level visibility of a sublevel. This can affect currently connected clients, as well as clients that jo ...
Turning on batching of sphere casts when colliding against complex gives incorrect results. Affects debug output and vehicle wheels and body movement. The issue is with the batch query mode which ...
When an instance is removed from a Hierarchical Instanced Static Mesh's array, if there are indices that are further along in the array that fill that index, the last index in the array is used to d ...
Starting position of physics simulated bp is different in Standalone Game User Description: Things work fine in the editor window, but when I run a standalone game then blueprints with physics bod ...
It's reported that all Tick functions are skipped on the first frame when running in packaged builds and standalone PIE. This is because both TickVisitedGFrameCounter and GFrameCounter are initializ ...
Starter Content's "P_Explosion" does not successfully convert to a Niagara System - incorrect loop, spawn, sprite size, and collision behaviors Changes needed for / issues found with each emitter:A ...