Landscape component edges can become disconnected when using Nanite Tessellation at the edges of weight-blended layers. ...
Rect lights cause artifacts (nan pixels) on pixels of surfaces that are coplanar with light position. In RectLight.ush, in RectIrradianceLambert, at line 106, c30 is -1, so rsqrt(0) causes a nan to ...
Expanding pins and moving nodes in the graph marks the Control Rig blueprint as dirty, requiring a recompile of the entire blueprint. Blueprints do not do this. ...
A crash occurs to the engine as when we when have unreal as a backgroud task, and we try to drag and drop a layer to another by selecting the layer visibility button. ...
An external user reported that creating and editing filtered channels in the details panel does not propagate to the node in the graph, thus making it unusable. Here is a video with the issue: [ ...
When calculating an actor's NextUpdate time, a random delay is added: ActorInfo->NextUpdateTime = World->TimeSeconds + UpdateDelayRandomStream.FRand() * ServerTickTime + NextUpdateDelta; If this d ...