Context When crouching and uncrouching with Mover’s DefaultMovementSet, the pawn capsule’s half height is changed. This behavior mimics the CharacterMovementComponent. To ensure the pawn’s feet sta ...
UMassAgentSubsystem::HandlePendingInitialization creates a single FEntityCreationContext that is reused across all iterations of the PendingAgentEntities loop. When SpawnEntities eventually calls in ...
User noticed that when Slate.EnableSyntheticCursorMoves is set to false the editor UI tooltips no longer display. As noted by the user, modifying Slate.CursorSignificantMoveDetectionThreshold to at ...
Overview: A report has been received regarding a memory leak that eventually leads to OOM crashes when s.StreamableAssets.UseSimpleStreamableAssetManager=1 is enabled. In projects that utilize this ...
Since UE 5.7, Material Functions are included in the Layer Asset list of the Material Layers of an instanced material using material layers. It is also possible to drag and drop Material Functions ...
When audio sections have delegates bound to things like SetOnAudioFinished and that audio section ends up being played through a recycled audio component inside UMovieSceneAudioSystem, the delegates ...
When an additive transform track is locked, pressing the “S” key does not add a new key to the sequence. No key is added to either the additive track or the base transform track. What the user expe ...
If there are multiple cameras in the Sequencer camera track, everything works correctly when the Temporal Sample Count for anti-aliasing is set to 1. However, when it is set to 3, the following erro ...
Using MobileHDR on an actual MetaQuest device (MQ3 tested) causes an intermittent hang/deadlock in the splash screen. This hang in the splash screen seem to happen maybe 1 in 5 times. The first ti ...
A hard shadow edge occurs when displacement fade is enabled on a Nanite landscape with tessellation. This occurs on the edge between two clipmap levels of the VSM. The artefact can be somewhat red ...