When a game is compiled with ray tracing disabled (D3D12_RHI_RAYTRACING=0) and the GPU the game is running on becomes low on VRAM, frame time is negatively impacted and doesn't recover. The D3D12_RH ...
The Bake Pose setting does not work when using a SkeletalMesh LODSettings asset. After the change in CL22878911, the BasePose in the LODSettings asset is no longer copied to the BakePose in the skel ...
When using AddOrUpdateWarpTargetFromComponent you can pass in a SceneComponent, Relative Location and Rotation as well as optionally choosing to have the warp target follow the object if it moves.If ...
Dragging any cooked Actor-based Blueprint class asset into the level editor viewport will crash the editor when it has been configured to work with cooked assets. This is a regression that started ...
Consider a sequence hierarchy with more than two layers. If the top-level sequence uses a negative timescale on a sub-sequence, the contents inside it animate as expected, but any nested sub-sequenc ...
Hi Epic, In MaterialExpressions.cpp UMaterialExpressionSphereMask::Compile(), hardness is not calculated the same way in both <if> conditions. One is missing a multiplication by 0.01f. Specificall ...
When a TInstancedStruct contains a UObject marked with EditInlineNew and DefaultToInstanced, the reference is lost after compiling the Blueprint but only when the struct is part of a native Actor cl ...
Using Build Paths does not create a navmesh that also includes any Actors or Objects that are unloaded and spatially loaded. The navigation system appears to load the world within the navigable boun ...
The EyeAdaptionInverse node works differently for surface materials and volumetric materials. In surface materials, it allows to have a consistent glow during day and night time, however in a volume ...