ProjectWorldToScreen always returns true. User states: "This probably comes from that line of code : bResult = Player->PostProcessWorldToScreen(WorldPosition, ScreenPosition, bPlayerViewportRelati ...
in the function FinalizeVirtualTextureFeedback, the micro "USE_DBUFFER && MATERIALDECALRESPONSEMASK" returns true on mobile forward, while there is no DBUFFER on Mobile forward obviously. This takes ...
Shallow water areas in scenes with exponential height fog will be brighter than they should be. Possibly due to the fog being applied twice in the SingleLayerWater shading model. ...
REGRESSION: YesWORKING: 3172292 (4.13.2)BROKEN: 3177600 (4.14) In the Content Examples Animation level, at Display 1.15, the rifles are offset from the character's hands for two of the skeletal mes ...
If the user moves the RecastNavMesh actor in the level, the navmesh will be offset each time they change a Display setting in the Details panel. ...
deleting the code "&& SimulationStages[i]->bEnabled" in UNiagaraEmitter::GetScripts will bypass the problem [Image Removed] ...
Adding multiple instances to instance static mesh component in a code class causes an ensure to trigger when an instance of the class is added to the level. ...
Components of Static Actors seem to be hidden in the Editor Details panel whenever IsEditorOnly is selected. ...
Vulkan Multibuffer Lock mechanism for ReadOnly does not appear to be implemented. Temporary workaround has been provided to licensee. ...